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Advanced & Experimental Group

Week 10

Our project is now on the phase in which extra details are being polished and compositers are putting the scene all together with the CGI leads.

We had a meeting with one of the course teachers and our feedback was that we needed to play with the lighting to get more of a dramatic feel to the room. I helped alongside the compositers and CGI members to get more of a feel for how this should look.

In the meantime, I also worked on another set of assets to help fill the room up with ‘clutter’. Me and the CGI lead figured it would be good to have something like barrels around the room to fill empty space.

I also had to re upload my light model shorter, so I made some adjustments to it and uploaded my final design.

I began by creating a basic barrel shape, again keeping it simple to not increase the heaviness of the scene. I added details with sizing and extrusion.

I then sorted the UVs ready for substance painter.

For the texturing, I did two designs. I did one with a toxic waste stamp and oil spilling out of it using the particle effect oil brush, which made realistic oil spills. I

I then did one with a warning sign and biohazzard stamp on.

Both had rough steel on as a material, and scratched edges, to look more realistic and resemble wear on the barrel.

This was one of the barrels rendered on maya:

After this week, the team managed to fix the lighting and add all these details in for a more progressed look in the room. Here are examples of the development stage we are at:

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