Personal projects
Hole in car park shot.
For this project I wanted to put a hole in the footage that i recorded in a empty car park. I first started by tracking my camera and rendering my footage out as a PNG sequence. I then took the camera track data into Cinema 4D where I put my PNG sequence as a background so i can reference my footage when i am working in 3D to start I used the spline tool and drew a crack like shape with it i then extruded it down ward to create the hole itself. I then used the boole tool to cut out where the tarcker plane and hole meet so that i can still use the plane for shadows and covering the extrusion whilst still being able to able go down into the hole. I then put a rocky texture on the hole itself to show that it is a giant hole in the ground.
After i finished the hole I wanted to add more detail to the shot so i went into Maya and made a simple cone from basic primitives like cubes and cones which i extruded and bevelled to match a reference image that i was working off of. I also UV unwrapped and got a UV snapshot of the cone as well so that i could apply good looking textures to it. I then exported the cone as a FBX and brought it back into cinema 4D where i added them besides the hole in the ground, After i added a HDRI that i captured in the car park for accurate lighting to a sky object so that it would actually put the accurate lighting in the scene but i also disabled the visibility of it so i can still work with my footage and still have the lighting. The last few bits of detail i added was some pipes so that there was something visually interesting within the hole and the second was some rocks that i made in blender using a procedural setup that when i move any faces it changes the shape of the rock creating a new one each time and once i had enough i exported them as a FBX so i could put them into Cinema and put them around the edges to add to the damage of the scene.
After i rendered out each pass from cinema 4D i brought them into Nuke where i combined each pass and on each pass i added a colour correction node to adjust things like the saturation and contrast to get the colours on things like the cones to better match the footage. Once that was done the final thing i put over the whole shot was some grain as the rendered came out in such high quality so i used grain to better blend and integrate the renders into the footage.
Final Shot
Texturing Iron Man's helmet
For this project i wanted to trying texturing Iron Man's helmet in substance painter so i got a model off of sketchfab as i wanted something that was high detailed that i wouldn't have to model myself. So i would like to credit GranD on sketch for the model.
I started by deleting everything but the helmet and then getting rid of all the UV's and doing my own unwrap. I selected different parts of the mesh and unwrapped them individually so i would have more control. In the end i was happy with the unwrapped my unwrapping skills are still quite rudimentary but ultimately i was happy with it and thought it should help get the job done
The inspiration i was taking for what i wanted the helmet to look like was the Gulmira fight scene from the first Iron man as i thought the damaged suit after being hit by a missile was a nice look to aim for as the imperfection would look really nice on it. So i started by applying the Aluminium anodized red material to give me the base red layer on his suit. I think applied the gold armour material and at it to a black mask and then used the polygon set to fill in UV chunks to do the gold on iron mans helmet. Next was adding the damage i started by applying a dirt smart material so that i looked like he had just been slammed into the ground after being hit, there was a bit of stretching on the eyes but that area was going to be covered up with a different material anyway the main purpose of the dirt was to fill in the divots and cavities around the helmet because thats the natural place that dirt would accumulate. Next thing i did was creating a folder and masking every tile but the mask and then applying a charcoal material this because I wanted the helmet to not just look dirty but also battle dama
Spitfire shot
For this shot i got a spitfire model off of sketchfab and took it into Blender where i parented it to a circle controller and then animated that going forward. After i had a base animation i used noise modifiers to get the motion of the plane flying forward. I then rendered it out along with a mist/depth pass so i can use the Zdefocus node later in Nuke.
In Nuke I started by getting a background image off of unsplash i then also got an image of some tall trees and then masked them out and then luma keyed the bright stuff out so i had just the trees. Next i took an image of a mountain and isolated the mountain part so that i could put that in the foreground. Once i had the environment built out i added some cloud Pngs so that then i could animate them being move slowly across screen.
I then Brought in my Render and Animated a smoke plume with along with it to indicate damage to the plane. As i used different assets from different place i decided to put some grain over the whole thing to bring it all together. I also used blur nodes on most of the background stuff so that i can try and imitate depth of field.
Final Shot
Character Drawing
The inspiration for this was Pedro Pascals casting as Joel Miller from one of my favourite game "The last of us". I struggle to draw faces so i used a reference image that i thought would suit the atmosphere that i am going for. I started with a basic trace to get some detail but once i had that i started to add my own touches like the hair and beard. I also changed the clothes to match something that Joel would wear i even added a torch as that is something Joel has in the game same with the arrow in his backpack. Overall i am pleased with how this came out and the fact i was able to use skills that i have been taught through out the year to improve my art. If i was to do this again i would refine the skin shading as i don't think its great and could use better colours and blending between.