Categories
Group

Steampunk Project – Window

The final asset is one of the most challenging assets in the steampunk scene. Since space and spaceships can be seen directly through the windows in the video, the shape and reflection of the glass need to be considered during the design process. The window is positioned close, so details must also be made. This is the most challenging of the three assets. I found many reference pictures when designing this window. I mainly wanted to use the Gothic window frame but with an industrial feel; here are the references I found.

While designing windows in Maya, I tried many different shapes of window frames and finally decided to use the following model. The central concept comes from a bee. The part extending out from the side looks like the wings of a bee, and the middle part is the head.

Overall, it looks like a bee flying from the front. One of the challenging parts is that the shape of the window is curved, so I used Maya’s bend to bend the built window frame to fit the curvature of the surface.

I am adding roughness and scratches on the glass, like the floor, for the material part. Because the camera is closer, I exported 4K textures. The underlying material uses copper as the base, adding raw embroidery and paint peeling Effect.

Categories
Group

Steampunk Project – Floor

The second asset is the floor in the scene I made. Because it contains a large area of ​​glass, it takes time to consider reflection and other issues. Suppose excessive reflection will cause the objects on the lower floor to be invisible or let the light affect the interior. The colour tone is, therefore, a significant part of the main structure, including the wide metal frame from the outer frame and the transparent floor of the main body.

Although it seems simple, because of the large area in the scene, there are obvious defects that will directly affect other objects. I refer to the movie and the real scene as references. The following are the references I found.

In the process of modelling with Maya, I need to compare the size of the glass and the frame with the floor, and the size of the frame should not be too thick because the proportion of the surrounding objects must be referred to, and the model does not have too complicated parts.

I turned on the opacity channel in Substance 3D Painter for the texture part to display the transparent glass material. In the value of transparency, I use a lower value because the pool on the lower floor must be visible through the glass. In order to reduce the reflection, I increased the roughness of some areas, and there were some scratches similar to the actual glass surface. The frame part is the same rust material as mine, but the underlying metal is steel, which makes the whole look more layered.

Categories
Group

Steampunk Project – Pool

The first asset is a pool with a large area in the scene. In order to allow us to have more space for development, there is no specific specification for what type of pool it is. Therefore, after a meeting and discussion with the team members, I decided on the industrial pool as the direction because steampunk emphasizes the wasteland style, and its main features are corroded metal, large machinery and complicated pipelines. At the time, I thought it would be a bit boring to simply make a traditional swimming pool, so I started to find a lot of references. The following are a few examples of the concepts I found that met my requirements.

Then I started to enter the modelling process. First, I modelled the body of the pool because I think the shape of the pool is a very important factor. It will appear uncharacteristic if it is just a square, so I built an industrial pool.

I chose to use Maya for modelling. During the process, I modelled the pool body, handrails and iron plates in order, and then the machine in the centre. After the main things were done, I started to add details such as water pipes and wires.

Finally, after confirming that the model was completed, I used Substance 3d Painter to draw textures. I am quite familiar with this software before doing this project, so I pay more attention to the details of textures when using it. I used the material to present the texture of the pool being corroded by water and used the Edgewear generator to make the metal fade effect, making the model look more realistic and detailed. For the colour part, I used copper as the base material because it gives a brown tone, and then layered paint or stains on other layers.

Categories
Group

Steampunk Project – Planning

In the group project this semester, the lecture hopes that we will carry out a large-scale group project; the content is about the 3D scene of steampunk, mainly through the video of the LCC hall provided by Gonazlo to do Matchmove, and then import the 3D models we made into the scene among them, the compositor will present the scene to complete the final work.

In this project, I am a Look Dev Artist responsible for making the assets in the scene, including modelling and texturing. The objects I made include a pool, window and glass floor. The following is our list of the division of labour.

Even though we need to be responsible for our assets, in the preparatory stage, we need to provide the ideal reference of Steampunk in our mind to the group. The following are the references I found on Artstation and Pinterest.

ArtStation – The Machinist
Categories
Advanced & Experimental

Week 3 : EQ & Nuke Matchmove

Categories
Advanced & Experimental

Week 2 : 3DE

Categories
Advanced & Experimental

Week 1 : EQ Matchmove

Categories
Collaborative

Collaborative Project – Final and Showreel

This is my personal showreel in Collaborative Project.

In this project, I was responsible for and participated in 100% compositing in AE, 85% lighting of all scenes in Maya, and 40% texturing in Maya of the group.

This is our final video of the Collaborative Project.

This is our group showreel of the Collaborative Project.

Categories
Collaborative

Collaborative Project – Critical Reflection

This group project is an unforgettable, high-intensity, dramatic experience, and everything is unreal. From the beginning, I knew we would complete a group project within eight weeks. This was incredibly challenging work. After deducting the time from looking for partners in the first two weeks to conceiving the theme after confirming the team members, all that was left was Six to seven weeks. According to the above, efficient work is the consensus of the team members from the beginning, which ensures that we have a consistent direction of effort.

The part I was in charge of this time was mainly post-production, including scene material production, lighting and compositing, which was quite suitable for me. Our team members are diverse, and most of them have their specialities. In terms of technology, we have also learned many different majors, which is satisfying. In terms of technology, materials and lighting are projects that I am good at. I can significantly contribute to the team, but I have seldom touched on compositing. I am also willing to accept such exercises and responsibilities. However, like most group projects, we are still learning and have no experience working together, so there are prominent areas for improvement in time planning and crisis management. Although we made a work plan before the project started, many unexpected and unexpected situations occurred during the actual progress, such as the original one-week schedule being delayed to two weeks or poor communication causing team members to use The information differently. For example, I am a compositor but got the correct file one day before the submission. This is impossible under normal conditions, but for the consideration of the overall team and the integrity of the work, I must also do my best to submit the best work within the deadline set by the school. Fortunately, some group members encouraged each other and firmly believed we could complete the task, which is rare. The most important thing about group projects is to learn how to communicate with people and the ability to solve problems, in addition to doing good work. We will all enter the workplace after graduation. This project can help us adapt to the pace of the industry faster. Another big problem is that we often want to do perfect works or works whose scale is beyond our ability, but one of the tests is to use different professions to present refreshing results within a limited time.

In conclusion, even though there are a lot of frustrating problems during the process, everyone working together and staying in uni for two weeks is something that many other groups may not necessarily be able to do. I take the role of coordinator and leader in the group. I hope this experience will help me in my future work, and I will get more knowledge and learn to be an excellent leader.

Categories
Collaborative

Collaborative Project – Compositing and Editing

I am responsible for all compositing and editing work. These are my processes in AE because we use render pass in Maya, so I collected the render sequences and composited them. There are 15 shots which include scenes, characters, and Portal. I use some pictures drawn by 2D animators to make special effects such as glow so that the still images will glow or let the 2D graphics be projected in the scenes. Besides, I had to make the characters and the background look harmonious, so a lot of colour correction was done.

These images on the left are before compositing, and on the right are after compositing.