Tuesday, May 14, 2024

The Airlock: Documentation

For the Common Art Specialization module that lasts throughout the third semester, I have decided to recreate in 3D a concept titled 'The Airlock', by the environment artist William Hewitt. 


PRIMARY REFERENCE

I realize that I'm keeping up a theme of hard surface environments. This is only because I need strong portfolio pieces by the end of this semester, and I have proven that I can pull it off with the Sci-Fi Corridor. Perhaps it makes my portfolio a little bland and predictable, but for now, I prefer to stick to my strengths. The time for experimentation will come later.

Due to the very nature of this module, I will have three whole months to work on this project. As such, I plan on making sure this stands out as my best work in my portfolio.

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ASSET BREAKDOWN
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  1. Wall Panel
  2. Floor Panel
  3. Ceiling Panel
  4. Airlock
  5. Airlock Frame
  6. Airlock Stairs
  7. Handrails
  8. Wall Columns
  9. Floor Strip Partition
  10. Earth
  11. Airlock Computer (Optional)
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MATERIALS
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  1. Sand-Colored Metal
  2. Orange Metal
  3. Brown Metal
  4. Reddish-Orange Metal
  5. Blue Metal
  6. Light Orange Metal
  7. Yellow Metal
  8. Grey Metal
  9. Airlock Glass
  10. Blue Emission
  11. Yellow Emission 
  12. Dark Grey Markings
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SCHEDULE
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  1. Week 01 (May 14 - May 22): Sprint #1
    1. Pureref Board (16X9) Ratio for Individual Assets
    2. Schedule for each Sprint
    3. Match Camera Perspective in Maya
    4. Initial Proxy with Correct Scale
    5. Powerpoint Presentation 01 for Delivery (Expected Deliverables, Finished (Or Unfinished) Deliverables, Next Time Deliverables) - May 22
    6. Final Proxy (Optional)
  2. Week 02 (May 23 - May 29):
    1. Final Proxy
    2. Unreal Assembly and Camera Perspective
    3. First Pass Lighting
    4. Individual Asset Proxy Renders
    5. Detailing on Hero Asset (Airlock Computer) (Optional)
  3. Week 03 (May 30 - June 5): Sprint #2
    1. Start Detailing
    2. Unreal Assembly with Detailed Assets
    3. Powerpoint Presentation 02 for Delivery (Expected Deliverables, Finished (Or Unfinished) Deliverables, Next Time Deliverables) - June 5
    4. Finish Detailing (Optional)
  4. Week 04 (June 6 - June 12):
    1. Finish Detailing
    2. Unreal Assembly with Final Detailed Assets
    3. Individual Asset Detail Renders
    4. Start UV of Hero Asset (Airlock Computer) (Optional)
  5. Week 05 (June 13 - June 19): Sprint #3
    1. Start UV and Layout of Assets
    2. Second Pass Lighting
    3. Powerpoint Presentation 03 for Delivery (Expected Deliverables, Finished (Or Unfinished) Deliverables, Next Time Deliverables) - June 19
    4. Clay Renders and Ambient Occlusion Bakes
  6. Week 06 (June 20 - June 26): 
    1. Finish UV and Layout of Assets
    2. Start Value Pass of Environment
    3. Unreal Assembly with Value Pass Environment
    4. Finish Value Pass of Environment (Optional)
  7. Week 07 (June 27 - July 1): Sprint #4
    1. Finish Value Pass of Environment
    2. Unreal Assembly with Final Value Pass Environment
    3. Third Pass Lighting
    4. Powerpoint Presentation 04 for Delivery (Expected Deliverables, Finished (Or Unfinished) Deliverables, Next Time Deliverables) - June 27
    5. Start Texturing of Assets (Optional) 
  8. Week 08 (July 2 - July 10):
    1. Start Texturing of Assets
    2. Unreal Assembly with Textured Assets
    3. Fourth Pass Lighting
    4. Finish Texturing of Assets (Optional)
  9. Week 09 (July 11 - July 17): Sprint #5
    1. Finish Texturing of Assets
    2. Unreal Assembly with Textured Assets
    3. Materials and Rendering
    4. Powerpoint Presentation 05 for Delivery (Expected Deliverables, Finished (Or Unfinished) Deliverables, Next Time Deliverables) - July 17
  10. Week 10 (July 18 - July 25):
    1. Critique Improvements
    2. Final Renders
    3. Improvements on Materials, Texturing, Rendering
  11. Week 11 (July 26 - July 29): Final Delivery
    1. Powerpoint Presentation 05 for Delivery (Expected Deliverables, Finished (Or Unfinished) Deliverables, Next Time Deliverables) - July 29

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