Thursday, October 28, 2021

Tangled: Art Style Analysis (Week 2)

 


For this week, we analyzed the art style of Disney's Tangled. We focused mainly on the lantern scene because that's what we're replicating for our VR experience. Most of the presentation was done collaboratively. I was in charge of making sure it was visually cohesive and aligns with our theme.


Monday, October 25, 2021

VR Environment (Week 1)

Render shot in UE4 with blocked environment
This project is to create an environment for VR inside Unreal Engine 4.27. I had a couple ideas, but ultimately ended up with a fox shrine inspired by Genshin Impact and plan on adding some VFX particles down the road. I did my blocking entirely in Maya using primitives and modifying them slightly to get the basic shapes for my scene. In my scene, the player will be able to pick up a bell, shake it, and trigger the fox statue to glow.




Reference Board

Thursday, October 21, 2021

Tangled: A Hero's Journey (Week 1)

 



Image compositions were made using photo-bashing techniques in Photoshop. All of the images were found from either the movie or via Google images. I used the quick selection tool to mask out characters and applied them into the scene. For removing details I didn't want, I used the spot-healing brush to make it more seamless and painted in any remaining details that the healing brush couldn't cover. The background for the slides, I found a tileable pattern, scaled it up, repeated it, and applied a guassian blur filter so that it doesn't distract from the image.

Monday, October 11, 2021

Cannon Project (Week 3)

 

Unreal Engine 5 Render

Resculpted mesh from last week. Finished sculpting the rocks and I like how they turned out. My biggest mistake was upresing the dynamesh too much that resulted with the end sculpt being almost 37 million polygons. As a result, precomputing took a long time before descimating. Didn't have enough time to do proper retopology, UVs, and textures, but I will revisit the project and  fix/improve a lot of these things.

Thursday, October 7, 2021

Use of Perspective

Reference Board

This week, I explored using Maya to render objects as a tool for making 2D illustrations. Our theme for this week's assignment was "transport". Initially I concepted an environment using a dinosaur as a mode of transportation, but due to lack of time, I had to scope down and settled for a stylized truck.

Beauty Render

After I finished modeling and lighting my scene, I moved on to set the following AOVs in the Arnold Render Settings: AO (ambient occlusion), ID (identify), N (normals), and Z (depth). Once the render was finished, I saved each map as a .exr to maintain high quality images. Then, I transferred the .exr files into Photoshop to assemble my illustration using solid color layers, blending mode layers, and filters.

Final Illustration v1

Final Illustration v2


Monday, October 4, 2021

Cannon Project (Week 2)


This week, I imported the model into Zbrush to sculpt details and plan on eventually baking those details onto a normal map. I'm completely new at Zbrush, so this process took a while. I didn't get to finish the rocks, but I plan on revisiting and refining my details.