Modular asset modelling

On week four, we learned about modular assets and their importance to be modelled at the start of the project, such as the walls of a room, table, fireplace – usually the major assets that determine the size/layout of the scene.

We followed tasks from our tutors to learn how to make modular assets and bring them from Maya, to Blender, to Substance, then finally to UE. As a result of this task we will be able to produce trim sheets of our modular assets to share with the team, and prepare our scene.

During this task we made modular assets for the wall of a scene. This encouraged me and my group to start thinking of the walls in our Haunted House, and start modelling it.

Source:

https://learning.ulster.ac.uk/webapps/blackboard/content/listContent.jsp?course_id=_323028_1&content_id=_6089286_1

 

This week we had set up google sheets to create a Kanban board of our asset planning – to see what step each asset is in as we work on them, and who is working on it. We have started working on general assets so we could ease back into the Maya, Blender, Substance painter softwares and gain our knowledge back from last year. We had all put our name down for multiple assets we wanted to work on . I had put my name down for etc. the room walls, smoking pipe, writing desk, grandfather clock, grand door, and more if some need help.

So far we have started our modelling process for multiple objects from this Mondays class. We dove back into the Maya software to learn about creating modular assets.

 

 

 

With the knowledge of this weeks task, I chose to work on wall assets to start off the mansions build.

My blog post about modelling the room walls can be found here:

Modelling the Room Walls

 

Final concepts, layout/blockout

During the third week, we were given feedback from our presentation. We were told the project is going in a good direction, and what we should focus on this week/next week is a strong sense of art style, and a list of roles for everyone to complete. We had a discussion that class about our feedback and prepared to make our list.

We have been finalising how our style is implemented into our work by making concepts for our key assets such as the Grandfather clock, Armoured Knight, Gramophone, Piano etc.

I have been working on the Grandfather clock, and the Main door.

I referred back to my clock sketches and decided on combining both of the monster themed designs to create the final design. I also used the reference from before to help guide me again. I made a small turnaround to help me model this asset later on. I made sure to add the key descriptions to emphasise this design. For example, I thought about the wonky/warped style – the clock is broken/tilted to the side a bit, and I thought about the decay of the mansion – the clock is scratched and work out.

 

I also came up with a design for the main door. I found some useful references to help my idea such as the stained glass window and the door handles. I also referred back to my clocks to implement the same monster theme in the door design.

My grandfather clock and grand door progress can be found through these links:

Modelling the Grandfather Clock

Modelling the Grand Door

 

As a group we also experimented and discussed how we will block out our haunted mansion. We visualised a layout from sketches, to Unreal Engine projects.

Jennifer’s Layout sketch

Alisa’s layout sketch

 

Matthew’s Maya blockout

My Unreal Engine blockout

 

With our layout ideas on screen, from here we decided we would all take the same one layout idea but incorporate it into our own environment individually. This way we can all have a bit of freedom to layout and position each asset the way we would like to. This also can encourage us to be more creative in how we present our scenes.

Showreels

This weeks Professional Practice class focused around the making, and presentation of showreels. First of all we joined the class with an example of an animation showreel we found and thought was very well edited and presented.

 

The showreel I found was from an artist/animator called Michelle Cheng (username Lemoncholy). Her winter 2021 showreel is intriguing to me all throughout the video. It starts with showcasing her contact details, and a beautiful visual of opening the door to a bathroom, in black negative space. During the showreel she showcases finished animations, sketch animations, cinematography skills, and colouring. At the end, the tail of the character swings by and reveals her contact details again, showing great editing skills also.

Her contact details are shown clear and neat within the video which makes it look professional. She has also kept between the 30-60 second length of a showreel, in which she presents many different kinds of work in this limited time. The music is very chill and not a distraction at all to what is being shown. I think this is a great example of an animation showreel, and I hope to achieve this level someday.

Source

https://www.youtube.com/channel/UCgSku43Ciye6rdl23J3mTGw

 

Next in this class, we were given an activity to edit a 30 second showreel of our tutors animation work. We got an introduction to Premiere Pro, where we would be editing this showreel, and started the activity during class.

 

I looked through my tutors work and thought his 3D animation, modelling, lighting, and compositing of the adverts and character animation he did were interesting to make into a short reel.

I used the provided music and collected each clip I wanted to present, and organised them into suitable places that would transition well, etc. At the end of Alec’s animation of the pea in the Lurkpak advert, I paired it with the Im Drink advert when they both presented the colour green. I also did a similar thing, where I paired the Freeview advert with his the Property pal advert, because they both took place in an outside/town space.

I had a bit of trouble getting to the 30 second limit, as I kept going over 2 minutes with the amount of clips I wanted to use. I had to take out most of the clips, and keep the ones I thought looked best. I also quickly made sure the clips played well with the beat of the music, as that is also a good skill to make your showreel look interesting.

Finally, I was happy with how it looked and exported the video. Here is the result.

 

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