Happy New Year!
2021 has been a good, progressive year!
My best work from this year has been added to my showreel - enjoy!
A-k-a, my public learning diary for my 3D animation degree and since graduating, my free-time independent 3D studies and personal projects ...
2021 has been a good, progressive year!
My best work from this year has been added to my showreel - enjoy!
Designed to accelerate existing skills and build experience, I worked as part of a team remotely to deliver a 30 second advert for the pretend game “Quick Fix” according to a brief. Below is the finished result of what we made in just 4 weeks!
I was responsible for modelling and texturing the interior space garage as well as set dressing, incorporating everyone's assets into the set, ready for the rest of the team to use in their shots. Full break down below:
Completed Scene |
My contribution minus team's assets |
Wireframe on shaded |
Grey Pass |
Since my last post I have assembled the scene, give it light, done some in engine post production, added some water and experimented with Unreal Engine's landscape sculpting and foliage tools! I'll add to this post, going into more detail at a later date.
Here's a preview run around of the scene so far and a render.
Decimated and untextured - visible seams where rocks touch each other |
World Align Result |
Close up of removed seams |
The aim of this post is to figure out the art direction I'm going to go with and here's the final result (for now) that I plan to use for the main texture, the white represents emissive which will be used as a mask for the VFX I completed in unreal engine.
I started initially with a couple basic rock sculpts and layered them to see what that might look like. I also tried out some brushes I found online and accidentally made cookies:
Stylised Lava by Luc Chamerlat |
In this update, I explore using iridescent colouring and lighting for the main vein of my VFX part.
This I thought was great to show the transfer of people's souls but it's emotional energy the tunnels drain, not souls and the whiteness gives off too heaven-like, purity vibes whereas I want danger, dispirit, unnerve, wickedness etc. So then I looked at dark cosmic colours, I went with blue for sadness, purple for anxiousness and orange for energy.
Figure out art style/direction I want to go with and how to mask the VFX so it looks like it's coming from inside the wall and travelling through it rather than being projected onto it.