Working with a group

Job Copy a frame from Pixar movie
Job time 10 days
Software Maya / Substance Painter / Arnold / Nuke
Group Marta Mollá, Sara García, Lucía Serrano, Luis Cadenas, Esteban Álava & Carlos Terroso

[+] Link to Final Renders

Modeling

After working a couple in class, the next step was to work as a group. The objective of this work was to choose and copy a Pixar scenario, without characters. We chose Boo´s room from Monsters INC. The first step was to identify and number all the assets that made up the scene and distribute them. Each member modeled and mapped their assets. I modeled the walls, floor, curtains and bed. Curtains and cushions are modeled in Marvelous Designer, but did not give time to retopolize them, so they do not have a correct topology.

Lighting

I took care of all the lighting. Very simple, trying to make it as natural as possible and keeping in mind that I was going to add a volume pass in composition. The whole scene is illuminated with lights area. The room has a big fill light and two small lights to mark points of light. The exterior light has plans cutting the light to give the feeling of a window. I used a light mesh for the light of the half moon on the wall.

Texturing

All members of the group texturize the assets with Substance Painter. The most complex part of my assets was to recreate the texture of the walls and the floor. We all had the complete model of the scene illuminated so that we could see how the materials behaved in those light conditions.

Composition

I also took care of the render and the composition. To have as much control as possible of the image I made six light passes with their AOVs of diffuse, specular, transmission, emission and Zdepth. Also a mask of IDs to select specific areas of the image. Finally, the master layer with and without volume as reference. The nuke tree was complex. I took out their AOVs from each light and could correct them according to color or intensity. Finally I added the volume pass and corrected the color and intensity by zones.

I thank you for your time and patience. I hope I have helped in some way and if you liked it, please share!!


Working with a partner

Job Film Noir Scene
Job time 10 days
Software Maya / Mudbox / Substance Painter / Arnold / Nuke

[+] Link to Final Renders

Pre-production

And there came one of the best moments of the master, working in a group. For this work we had to make a film noir scene with a script.  The scenario we could see all the key elements of the synopsis. For this exercise I worked with Marta Mollá. We had to get in the scene there were elements of a real story or invented and that was in color. The process began with extensive documentation based on movie scenes. Classics such as Touch of Evil, The Asphalt Jungle or The Maltese Falcon were our first references handled. At all times we tried to create a scene with the most typical elements of the genre: femme fatale, disappearances, murders, detectives and a love story. Aesthetically we use references closer in time such as Once Upon a Time America, L.A. Confidential or Casino. The next step of the work was to develop a Film Noir synopsis.

References

We look for references of barber shops that look old. We found a picture of Greg Mimbs that was perfect.
For lighting and textures we chose three films as references: Once Upon a Time in America Casino and Party Girl.

Layout

The composition of the photograph was perfect and I made a layout in blocking to establish proportions and dimensions of the space to coordinate the work.

Modelling

Although in the reference they looked pretty good all the elements we decided to look for references of each one of them. At the time of modeling we divide all the assest in the following way:
Marta – Barbershop chair, Ceiling lamp, Round table, Trash, Chair, Magazine rack, Umbrella stand, Dryer, Calendar, Bottle 1, Bottle 2, Box 1, Box 2, Scissors, Clothes rack, Telephone.
Carlos – Washbasin, Furniture and drawers, Walls and floor, Mirror and lights, Bench, Pictures, Awning, Hat, Jacket, Necklace, Razors, Signs on the door, Mop, Tickets, Photography.
Small details like the broken chair were added in Mudbox. The mapping was done with UV layout and Maya.

Lighting

The lighting has three points of light. Two outside, one key light and another fill light . Inside there is a warmer light that has a door-shaped geometry in front.

Texturing

I made all the texturing of the scene. I divided the scene into eight UDIMs and managed it in Substance Painter. All the photographs on the walls belong to the photographer Weegee.

Composition

Finally, I also take care of the final render. Although the image was almost finished, I rendered each of the lights with their AOVs (diffuse, specular, transmission and Zdepth). The composition in Nuke was simple, correct small details and add glow to the exterior lights to give the image the desired look.

I thank you for your time and patience. I hope I have helped in some way and if you liked it, please share!!


A SciFi Scene

Job Model a radio with a enviroment
Job time 2 Weeks
Software Maya / Substance Painter / Arnold / Nuke

[+] Link to Final Renders

Modelling

For the next class work we had two weeks. This time we had to model a radio and integrate it with an environment. But composition and lighting had to be copied from a movie frame or a still photography.

I decided to model a jukebox radio, specifically, the Rock-ola Tempo model from 1959.

I wanted to make the modeling as detailed and real as possible. I used photographic references and the original radio manual. For the mapping I used Maya and UV Layout and so I could practice as the two programs.

The next step was to find a way to integrate a classical radio with an environment. First, I looked for references of North American roadside cafes, imitating a vintage look. Finally I chose the tribute that George Lucas does to American Graffiti in StarWars: Episode II – Attack of the Clones. Obi Wan enters a restaurant that looks vintage to visit Dex Jettser. This scenario was perfect, so I could mix new with classic. [+] Star Wars Secuence

Lighting

For the lighting I needed a reference. I chose the movie My Blueberry Nights by  Wong Kar-Wai. I wanted to give the scene a retrofuturistic organic look. The lighting of the scene is simple. The main light is a directional light of Maya. The interior lights are Arnold’s mesh lights. The jukebox is illuminated with area lights. I added the volumne later in Nuke.

Texturing

The scene is textured entirely with Substance Painter. I had previously practiced with Substance on the Fighter Helmet, but this was my first scenario. First I texturized the radio jukebox and made it the definitive lighting with the glasses.

The scene is divided into 8 UDIMs for a better resolution. Once the texturing was finished and the glasses were placed, the stage was ready to render.

Final Composition

The final render this time I did it by layers in EXR with AOVs in Arnold. The final composition was made in Nuke with the different layers I had taken from Maya. Finally I added the color grade, grain and depht of field from the Z channel.

I thank you for your time and patience. I hope I have helped in some way and if you liked it, please share!!