Monday, October 30, 2023

Project #8.1 - Cannon UpRes and UV

Taking the proxy mesh from last week, I created a low poly but polished version of the models in Maya, and unwrapped it. Then I took it to Unreal, and rendered it.



Unreal Renders





Cannon UV


Diorama Framework UVs




Smooth Mesh Wireframe


Smooth Mesh Preview Wireframe






Thursday, October 26, 2023

VR Project LOTR #1 - Proxy Environment with Lighting

For the VR Project, we were assigned the Lord of the Rings theme park as our target. My team consists of  Megan Stoughton (Prop Artist), Jacob Brady (Tech Art), Nathaniel Benetatos (Animation), Beste Unlu (Character Artist) and myself, Anupama Narayan (Environment Artist).

Our research involved watching the Fellowship of the Ring, and picking out a scene we felt was appropriate for recreating in VR. After some discussion, we landed on the Weathertop scene in the middle of the movie, where Frodo Baggins is stabbed by the Morgul Blade, wielded by the dreaded Nazgul. 

Our plan is to create the ruins of Amon Sul, situated atop a hill, which will form our primary environment. The ruins themselves will rest atop a hill that will itself not be navigable. For props, we have decided on creating Sting, a sword that Frodo eventually wields but not at this point in the timeline, as he only obtained it from Bilbo in Rivendell. But it's an iconic sword, so we're handwaving the plot for this particular scene. The Morgul blade, wielded by the Nazgul, will feature prominently as well.

We will also create the One Ring, which Frodo will slip onto his finger (something I believe will be handled by the animation department). After he puts on the ring, the scene will switch over to the 'unseen realm' where the Ringwraiths exist as hollow shades of the mortal men they'd once been. Though this last visual effect will, I believe, only be implemented if time permits.

My task for this week was the creation of a proxy Weathertop environment that will be scaled appropriately in actual VR. I rendered the environment in Arnold, just to see if I could get the atmosphere right, even though the actual lighting would be done in Unreal, by Megan Stoughton.



WIP Shot


A View of the Submitted Changelist in Perforce


View of the Depot where my Assets Sit [VR_Project -> LOTR -> SourceFiles -> Environments -> Ground/Walls -> FBX]


Reference Images

Monday, October 23, 2023

Project #8 - Cannon Project

 For the subsequent weeks, I'll be creating a cannon diorama using the industry pipeline. 


Scene Screenshot


Primary Reference


Reference Board


Scene with Wireframe


Scale Reference


Cannon Wireframe with Image Plane

Monday, October 9, 2023

Project #7 - Crate and Barrel (Textured)

Finale of the previous assignment. I textured the models in substance painter, created materials in Unreal, and rendered it. 



I also rendered the individual assets in Maya using various shaders, including a grey AO shader and a wireframe shader for the Proxy and the Low Poly versions of the asset. The UV Layouts of each one are also provided.

Barrel - Proxy, High Poly, Low Poly, Textured




Barrel Supports - Proxy, High Poly, Low Poly, Textured




Crate - Proxy, High Poly, Low Poly, Textured




Mug - Proxy, High Poly, Low Poly, Textured



Tap - Proxy, High Poly, Low Poly, Textured


Thursday, October 5, 2023

Use of Composition - Sunrise Mountains

For this week's assignment, we had to create a scenery using composition layout. 

As it turns out, my subject matter fulfills two of the various layouts we were provided with - the Golden Rule (also known as the Thirds) and the Pyramids. For convenience sake, I have chosen the primary target composition to be the Thirds, as it's more accurate.



For reference, I chose a view of Mount Segla, which has been a long-time favorite wallpaper of mine. The artist inspiration for the artstyle, specifically the visible strokes, is J. C. Leyendecker.










Monday, October 2, 2023

Project #7 - Crate and Barrel (Hi-Res)

Continuation of the previous assignment. This time, I sculpted a high res version of the assets in my scene in ZBrush. I also fixed the camera angle from last week's assignment, so the details would pop out more. 




Module 4 - Environment Part 04 [Lighting]

PERFORCE SUBMISSION