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WEEK 1
This week was an introduction for Photoshop. We learnt about Alpha Channel which displays the transparency setting of a pixel. Alpha Channel plays a vital role in combining different images. 
White -> the solid part of the picture
Black -> the transparent part of the picture

360_F_265631597_W9CugB8pDCKq2GymHsD14TPi

Stonehenge Exercise

In this exercise I have removed the sky from a Stonehenge image and replaced with a stormy one. I used Color Range in Photoshop.

stonehenge.jpg
StormySky.jpg
comp.jpg

Animal Hybrid

 

 

In order  to combine two animal species into one, I chose 2 animal imagines that mirror each other’s pose and composition. Using the pen tool, I cut out the head of the first animal and then I placed it to the other one. The shape around the hybrid animal head became smoother due to the expand and feather modifier. I cleaned up the areas around the head with the pen tool. I adjusted the image using color balance, brightness and contrast and I also added a warming filter.

 

 

hybrid22.jpg
ii.jpeg
pexels-photo-2742263.jpeg
WEEK 2

Green Screen Exercise

 

 

Using Photoshop, I replaced the background of a lady standing in front of a green screen with clouds.I used colour range to select the green area and masked it, thus revealing the image of the sky I had placed behind the green screen image. However, there was still a green tint around her body and hair so I made a hue/saturation layer, selected the green around her and pulled the measure down until it was all gone. Another solution would have been to use  Select -> Modify -> Feather & Reduction and  Colour Correction to desaturate the green.

background.jpg
lady.jpg
week2dtb.jpg

Apocalyptic building

sky.jpg
rust.jpg
building.jpg

In this task I made an apocalyptic building out of the images above. I changed the sky using the Color Range tool and I used  Color Balance to make the hospital match the sky. I applied a rust mask on the hospital by using the mask tool. Then I used blending modes  to achieve the old rusty look. The vines going up the hospital were created with a new brush.I used the burn tool on some areas to make it darker and I finished off by adding a lens flare, foreground and elements  some finishing touches .

 

w2building.jpg
WEEK 3

Introduction to Maya

Our first Maya task was to build a temple. I created polygon shapes and  used the basic tools such as scaling, moving and rotating. Once I had my final shape, I rendered  it in Arnold and downloaded a HDRI image to create a universe for the object. In the end, I added a ceramic material to the object.

 

temple2.JPG
tempple.JPG
temple4.JPG
temple3.jpg
temple.jpg

Modeling a spaceship

By extruding and manipulating the edges and faces I was able to create a spaceship. In order to smooth the model, I pressed "3" on the keyboard to activate the smooth preview.

 

sp1.webp
sp2.webp
sp3.JPG
sp11.jpg
WEEK 4

Modeling a cup

In order to create a cup I made a cylinder, then deleted the upper faces. To select the faces, I convert a selected vertex to faces by Ctrl + Rclick. I added  a polygonal torus and deleted the inner part to  make it look like a handle. I inserted edge loops (from mesh tool)  so that I could connect the vertices of the handle and cup together. I then combined the cup with the handle (Mesh -> Combine). Here is the result:

cup1.JPG
cup.JPG
cup1.JPG
cup2.JPG
cuppi.jpg

Other glasses I made:

 I used  Curve Tools -> CV Curve and Surfaces -> Revolve.  General. I used Bevel Edge in order to smooth the glasses. After I finished the first glass, I duplicated it and changed the CV curve (Rclick-> Control Vertex)

wineglass.JPG
wineglass2.JPG
wg.jpg

Modelling a kettle

I created the kettle by using CV Curve and the Revolve technique. For the handle I selected some faces and then used circularize. I made aCV curve and extruded some faces to continue the handle. I separated the lid from the kettle with extract and I smoothed with Bevel.

CEAINIC2.JPG
kettle1.JPG
kettle2.JPG
ceainicc.jpg
WEEK 6

 Lights and the AIStandardSurface

This week we talked about Arnold. We insvestigated the Lights in Arnold renderer. Skydome Light, Physical Sky and Area Light are usually used for exterior environments.Arnold was the primary renderer on dozens of films from Monster House and Cloudy with a Chance of Meatballs to Pacific Rim and Gravity.

I've been practising the techniques I learned from this week and below are some screenshots about this

sky4.JPG
sky2.JPG
sky3.jpg
skyd.jpg
sky1.JPG
cup4.jpg
cup5.jpg
cup2..jpg
cup1.jpg
cup2.jpg
cupp.jpg
cupv1.jpg
cupv2.jpg

As an exercise, I modelled and textured another object created in today's class.

ceas.jpg
ceas1.JPG
ceas2.JPG
WEEK 7

Maps, Shaders and Render Setup

This week we learnt what Hypershade is and how we can control shading networks with the use of rendering nodes.

Where is Hypershade?

Window > Rendering Editors > Hypershade

To add maps after we add the aiStandardSurface, we click on the chequered box in Attribute Editor.

If we want to diminish the noise, we can increase the sampling rates. However, this would also increase the rendering time.

maps2.jpg
maps5.jpg
maps51.JPG
maps3.JPG
maps4.jpg
map1.JPG
maps7.jpg
WEEK 8

Fake News Assignment

1 A STUDENT TAKES HIS CAMERA AND EXPLORES THE MOON

FAKE NEWS.jpg

The images I used:

Galaxy.jpg
da1.jpg
lens_flare_by_romscuderia_d5igrjj-fullvi
111.jpg
beach_cliff_stock_by_xxmysterystockxx_d6
Rock.jpg
space_ship_52_by_coolzero2a_dayen1o-pre.
portal_2_by_mp1331_d478fzz-pre.jpg

2 MAN WHO CREATED CORONA VIRUS IS SPOTTED GOING TO HIS HOUSE

I made this picture last summer when working for my portofolio for uni, so I don't have the assests anymore, but I still think it's suitable for our task.

FAKE NEWS2.jpg

Fake News Assignment

For this assignment I decided to create a bullhorn which can also be a laser.

IMG2.jpg
IMG3.jpg
IMG11.jpg

Workflow:

pvb1.JPG
pvb2.JPG
pvb4.JPG
pvb8.JPG
pvb6.JPG
WEEK 9

UV mapping projections

This week we investigated the UV Editor. UV lays out the objects flat. UVs for a variety of objects might become distorted and we should diminish that distortion in order to achieve a good texture.

The first thing we can do is to make UV mapping projection. We used the planar projection in Z axis. In order to work easily, we needed to cut some UVs (we used 3D Cut and Sew UV Tool to select the edges). We can choose any shell by clicking on W and R in UV Editor(1)

Make  the different parts of the mushroom flat : Unfold -> Straighten Shell (UV Toolkit)

                                                                   Smooth( UV Editor) -> Unfold and Relax(2)

Put the parts of the object into 0-1 space: Shift + Layout button (UV Toolkit)

                                                                        Edit menu(dialogue box) -> Reset -> spacing                                                                                          preset:2048

                                                                        Change Prescale to Object

The last step is to go to Texel Density(UV Toolkit) -> Get

mushroom1.JPG
i.webp

1

ii.webp

2

WEEK 10

Megascans Bridge and Mixer

In this lecture we made a brick wall and added PBR shading network (using Megascans Bridge and Mixer)

Here are some notes I made: 

Place2dTexture:  settings -> change Repeat UVs (when the texture is too big)

                              When having colour images: Colour space->sRGB

                                                     0-1 maps: Colour space->raw 

                              Colour Balance->"Alpha is luminance" ->on(when adding maps such as displacement, specular, bump, roughness)

wall1.JPG
wall2.jpg
wall10.jpg
wall9.jpg
wall7.jpg
wallmixer.JPG
wall13.JPG
wall14.JPG
wall11.JPG
WEEK 11

Introduction to Substance Painter

We used Substance Painter to paint an oil drum created in Maya

Each part of the object needs to have different materials before exporting whole object to Substance Painter because Substance Painter can't see objects, but textures, materials etc.

When exporting, we need to set the file type to FBX. 

After importing: Edit -> Bake Mesh Maps(output size to 2048)

oildrum2.JPG
oildrum11.JPG
oildrum12.JPG
oildrum5.JPG
oildrum10.JPG
oildrum6.JPG
oildrum9.JPG
oildrum7.JPG

Preparing for the second assignment (New York Rooftop)

ghiveci2.JPG
table.JPG
table2.JPG
watertower1.JPG
dt1.JPG

New York Rooftop

Reference
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referencefountain.jpg
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ref2.png
iStock-993458058.jpg
merlin_172244031_81e1af97-55e5-428f-8a52
images.jpg
1100L-Big-Size-Plastic-Trash-Can-TG-DB11
My 3d models:
trashcan.JPG
trashcan2.JPG
building4.JPG
window2.JPG
building3.JPG
building5.JPG
table2.JPG
table.JPG
fountain.JPG
tower.JPG
ii.jpg
Captureaa.JPG
My final images:
Rooftop.jpg
rooftop_02.jpg
Rooftop_3.jpg
Rooftop_2.jpg

Time Leap Project

For Time Leap Project, I created a Gladiator Arena.

A gladiator was an armed combatant who entertained audiences in the Roman Republic and Roman Empire in violent confrontations with other gladiators, wild animals, and condemned criminals. Some gladiators were volunteers who risked their lives and their legal and social standing by appearing in the arena. Most were despised as slaves, schooled under harsh conditions, socially marginalized, and segregated even in death.

Reference
1n6rfsw1-900.jpg
01.jpg7741CDEE-B24C-4408-8686-6769F3172D
colosseumdrawing.jpg
Workflow
g2j.JPG
arenaglad.JPG

When I was creating the gate, I had a really rough time using Mesh->Booleans -> Difference. It wasn't working the way it should and it was completely erasing one of the polygons. However, I found a solution that works for me. I  filled the hole of my cylinder ( because I cut half of it) and detached the face I was doing the boolean on.

aaa.JPG

Flag and canopy

I used a polygone plane, then went to the FX menu and created nCloth.

I used Fields-> Gravity. After selecting the vertexes I wanted, I used nConstraint -> Transform

When I was happy with my result, I

Mesh-> Combined everything and centered the pivot. I duplicated the object for several times. It was a really big number of polygons, so Maya was crashing a lot :)

I then used the animation menu:

Deform-> Nonlinear->Bend. I adjusted the bend deformer and set the curvature to 180.

ss.JPG
Captureaaa.JPG
My final images:
arena1.jpg
Timeleap_2.jpg
TimeLeap_1.jpg
Timeleap_4.jpg
Timeleap_3.jpg
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