Back to work

3D work, Blog

Again a very late update. It was been a long nice summer holiday and for the first time in  several year summer without  a summer job so could actually enjoy the nice warm weather:) My pc stayed in copenhagen while I went back for the holiday though so I did not do any 3D work during the holiday.

However I never mentioned here my contract did get extended so i am still working in the same company and now I have been back in work for several months already. It is has been a very quiet period waiting for the projects to come in, but now the projects have started to roll in. Always interesting how they all show up around the same time and are due around the same time. But during the quiet period in work I did get the opportunity to have some different days with joining both my bosses to IKEA, spent a day setting IKEA furnitures together and generally experimenting and testing things in Maya. This has resulted in several small projects as have been shown earlier here. Below a couple of renders can be seen, unfortunately I have forgotten to render out pictures of several of them but this ones were the ones I had. The two top ones are obviously very much still work in progress. And the lantern have been tweaked a bit further. The bark boat I found quite interesting, the water there was not really the look I was going for but I kind of enjoy the accidental paintary feel it gave reflecting the plane below. So would be fun to work further with that or use the effect for an other project. I haven’t really decided yet. The bottled post (if that’s the right english word, it is flaskepost in norwegian at least) has just been modelled so far and still playing with what kind of scene I could place it in.

Finally some of the movies that were  made before the summer has finally come out. For these movies I shaded all the lego products. Helped build, model and texture the train scenes. In the two bottom ones I mostly helped place out the snow clumps and well some various other tasks when needed.

Personal project: Sootballs

3D work, Blog

sootball_v11.pngUpdate on my Sootballs fanart, characters from the spirited away. Think i am fairly happy with it now, it was just suppose to be a fast test of xgen after all and it did turn into a cute small fan art scene.:)

I made some more “realistic” eyes, in the form of actually having all the elements as a iris, pupil and cornea. But kept the irtis white with just a bit of texture to keep it similar to the original character. Xgen, however, did turn into quite a headache. Especially due to the density mask that I tried to use to mask out the eyes to not get hair there. I could not find a way to use a normal texture mask which would have felt more stable and comfortable for me, so was forced to use ptex. I must have done something wrong or something because my masks worked in the start but then they suddenly stopped working and when trying to adjust them they just kept disappearing so ended up remaking it a lot of times. And if this had been according to the UVs I could at least have used the same mask for both characters, but no… Oh well my work around in the end ended up being a duplicate object where I removed the eye socket to only have the parts the hair was suppose to be on. Luckily I managed to save the fur as a preset so I at least didn’t need to complete remake it all the time during these tests.:)

For the stars I tested Mayas new super shape “ultra shape”. It made the process really easy and fun, cool to see the different shapes it could produce. Would have taken a lot longer time modelling it from scratch.:)

Personal project: Ghost lantern

3D work, Blog

Lantern_007.pngIt has been a bit quiet in work lately as we are in between projects so I have been playing around on my own. This is still a work in progress, but I am fairly happy with where it has gotten so far so I figured I would share. It is still a fairly simple scene, but it has given me the opportunity to play around a bit using some of the stuff I learnt during work the last 8 months and experimenting in Redshift and Maya 2018. We still use Maya 2016 in the office so this gave me the opportunity to play around in the new version trying out the new UV layout system, and play around in mash for spreading and randomising some geometry grass. In the picture above this can be seen together with some grass textured alpha planes, but even through the alpha planes look nice they leave quite an obvious straight edge that needed to be covered hence the poly grass found its use.

The trees I borrowed, they were made by my supervisor in speed trees for a previous project. While the lantern was made in maya and roughly shaded there before I decided to use it to test out channels in Mari. I have used Mari some before but more for painted textures and not explored what the program is capable of. So now I finally looked up some beginner videos to learn the proper workflows to optimise how I use the program. Therefore Mari was used to create some dents, wear and rust on the lantern.

The candle was mostly a challenge in getting the wax like texture. So I ended up playing a lot with sss (subsurface scattering) and different material settings to try to recreate how lights shine through it. I think it is starting to get there, but I feel I have some noise issues I have yet to solve.

To tie the whole scene together and create more of a ghostly atmosphere I made a fog in redshift using redshift volume scatter and sat up dof (depth of field) with focus on the lantern, blurring some of the environment around. This I felt added a lot to the whole picture giving it more of realistic feeling but also adding to the mood.

To finish this scene I would like to remove the noise of course, but also fix the flame a bit as it looks really fake at the moment. Originally I also wanted ghosts around the lantern, but I have yet to find a good method for creating them. I would love to have used a volume shader of some sort, but I have yet to find a way to get this to work with redshift. They have a method importing a vdb file for a volume shader, but maya doesn’t support exporting to vdb so I will have to look into plugins and solutions for that then we will see.

While I have put this project on a hold for a bit I ended up having fun trying to make the sootball from spirited away. I haven’t used much fur/ hair before so that was a small fun experiment to play with xgen masking out areas and playing around with the settings to I got something I liked. I know the hairs look a bit messier than it is suppose to, but I felt this gave more the right feel for the character when translated to 3D. I am still working on the eyes, then it could be fun to rig it and set it up in a scene.:)

Sootball_v01.png

On the other hand at home I have just started a 30 day trial of Modo to try another 3D software and see how it works in comparison to Maya. So far it seems really interesting, much less floating windows and clearer more modern interface. However, it is still very confusing to navigate around in, so to motivate myself I have made myself an aim to try to model Zangetsu (sword from bleach). It should be fairly simple, but it is taking a while due to my own frustration over not finding the buttons.XD But the softwares are continuously in development so it is handy to learn some different ones to be able to keep up with the times and learn how to pick up different softwares.

Nevertheless, I am now gaining a lot more respect for my colleague (not that I didn’t respect him before) for his struggles with maya after he has worked many years in Softimage. Even through I know what I have to and want to do it really can be challenging getting used to a new interface and different system.

Work from this spring and summer

3D work, Blog

Alright time for a new update, I am so slow with this. I am still working as a junior 3D generalist at Gimmick VFX, and learning new stuff everyday. It is still challenging and has its tiring and frustrating moments, but still enjoyable as well. Especially being able to see the completed results after weeks of hard work. There has been several releases since my last post so here comes all the last videos I participated in the production of. There was a lot of challenges lately since we recently switched from vray to redshift. So our whole shading library has been converted and tweaked several times through this projects.

The videos are sorted from the most recent project first and oldest work at the bottom, the oldest one was rendered in vray all the other ones was in redshift.

I have participated to various degrees with the videos. Common for all of them is that I assigned the shaders, connected up the textures and miscellaneous fixes when needed, but I will add some lines about what I personally did for each movie under each.

In this one I tidied up in background making sure it looked right through each shot. Adding stuff and removing stuff according to what was needed.

Same as above.

Same as above.

Here I made and exporting skyplanes for the background, so houdini artist could make the galaxy and then I imported each one back into maya to render.

In this movie I modelled the metal thing to the right.

Here I helped with some asset building.

Here I exported alembics for the water effect.

Same environment as the one two vids above.

In this video I built the background and some of the assets, satt up the scene and rendered it out.

For this movie I textured the background and assets, satt up the scene with the assets, lighted the scene and rendered it. This was my first time setting up lighting (well in a professional setting), and as can be seen there is definitely potential for improvement, but the shading library was also adjusted a lot after this luckily as everything seems a bit to shiny.

That was it for now I will try to update more soon. It will soon be summer holiday and my contract expires so we will see where I end up afterwards. At the moment I am enjoying the early summer weather that has surprised us here in Copenhagen. This is the warmest Mai/ start of June in many years so it has been a bit heavy in work with a boiling office.

Nexo knight

3D work, Blog

It is so exciting to work in a fast paced environment with products being released rapidly. It never gets boring with various tasks so I never work on the same thing for a long time. Still a project the company I work for and I have been working on for the last couple of months has finally been released. It is a higher quality than we have time for on most projects and has taken quite a while due to this, but that’s why it is even more rewarding to finally see the completed products. For this movies I helped a lot on the environment, modelling and shading props, switching out the shaders on the products and some small stuff here and there with exporting alembics and rendering masks etc.  I have added the link to were the original videos can be found below each clip.

Nexo knight

 

 

 

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An update

3D work, Blog, Life

Alright here comes a very overdue update. Over the summer I worked as a waitress in a restaurant by our family cottage in Tønsberg. Very useful experience as a quick way of loosing weight and learning to deal with stress. After the summer however, I did manage to get an internship within 3D in september. So I moved into my brothers flat in Copenhagen for a 3 months internship. Not sure how he felt about his older sister suddenly moving in and leeching off his internet, but I was not kicked out:).

During my internship in Copenhagen at Gimmick VFX I learnt probably more than any of my years as a student, or at least more tailored towards the tasks within the company. I worked with much more of an realistic style than I had done before and with more focus on the pipeline for everything to be easier for the next steps in the process. Especially when different people were involved. My main task became to assign new gamma corrected shaders to products from Lego and help make backgrounds for their product movies. Most of this has not been released yet but here is at least two I helped out on. For the first one I helped with the background as well as assigning new shaders.

https://www.lego.com/en-us/starwars/products/a-wing-vs-tie-silencer-microfighters-75196

For the next one I only helped with the assigning new shaders to the products. It is quite cool to see the results of the work being released and shown online.:)

https://www.lego.com/en-us/starwars/products/ahch-to-island-training-75200

This internship actually ended in December, but I was asked to stay on as a Junior Generalist for a 6 month contract. So at the moment I am still in Copenhagen and the future will be interesting to see where I end up later:).

I will try to post when some of the other projects I have worked on are released, I am more involved in the process on some of the later ones than the early ones so it is even more exciting.:3

 

Master in Animation

3D work, Blog

I finally completed my master degree in animation. It still feels unnatural to say I am a master in Animation as I still know I have a lot more to learn, however maybe that is part of having a master degree. As I have always felt the more you learn about something the more you realise there is yet to learn. However, it definitely feels nice to finally be finished.

Here is the final video. I was happily surprised to discover vimeo now accepts 360 videos.

To see the process of the project you can check my project blog here.

Now to the next chapter and work on portfolio and work applications. After a small celebration, break at the moment I am back in the Netherlands at a friends place as we are going to a kpop concert today. No judgement please, it just makes me SO happy to listen to even though it is quite different from what I normally would pick. Therefore I am really looking forward to the Block B concert in Amsterdam later today. I will be staying with my friend in the Nederlands for a couple more days hopefully also having the opportunity to meet up with other friends before travelling on to the UK meeting up with my boyfriend. It is so nice to be a bit away from the computer travelling around and not having to worry about the master project which have been hanging over my head for the last year. 🙂

A Winter View

3D work, Blog

After having worked on the master project for so long I needed a break to just do something completely different. Therefore to push myself to explore a different style I continued on an old realistic looking orange model to explore how I could edit it together with a photo. For a first proper experiment with a more realistic style I am quite happy with it, even though I know it has some potential for improvements particularly with the lighting and editing. A better photo could also easily have been taken with a proper camera instead of just a phone, but it worked for its purpose. The models was made in Maya with texturing in Zbrush and editing in Photoshop.

For me this picture sums up a typical winter scenery with coffee, oranges, snow on the trees surrounded by wooden houses some of the elements that helps make the winter warm and cozy.

Final year project

3D work, Blog

For the last 6 months on my bachelor I will be working on my thesis as well as two different practical works. The thesis ties both the practical projects together within the topic of costume design. One of the projects is a group project were I am working together with a classmate to create a short animation. In this project we have bought pre rigged characters to be able to save time, but we are still giving them a makeover in the form of new clothes to give the characters the feeling we are after. The other project however is a personal project in the form of a comic made in 3D this project focuses on modelling and texturing and will have a supernatural creature from Norway in focus. In this project the creature and clothes will be designed together. So as can be seen this is two very different projects and with very different aims, but I believe both can be useful for me to learn from in two different ways.

Nisseworld (blog)
This is a project which aims to tell about the Scandinavian creature Nisse’s characteristics and its function in our society. It will be told though a series of still pictures rendered from the 3D software Maya. The setting while be an old norwegian barn, with semi realistic colours to give the feeling of that this could be real in some way.

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Second phase within the master of animation

2D work, 3D work

After just having finished the second phase within the master I figured it was time for a new blog post. The focus on this phase was to work as we if were a small studio, we were given assignments given to us by companies in the Netherlands and we had to chose ourself how to divide ourself and split the tasks.

The first project I was a part of was given to us by submarine channel they wanted to explore storytelling potential for film-makers and game designers working within the same theme; the Amsterdam ferry. This project is open for everyone to participate in no matter their experience, to see other projects within this project as well as read more about it you can check their website here.

Due to the open nature of this project we started off with very many ideas which we tried to narrow down. So eventually we agreed upon two very different ideas to focus on Lethe and The Interplanetary Ferry. These two projects and the work behind them can be read about on our blog.

I worked on the Interplanetary Ferry which can be seen above. This was together with  Juan, Lucie, Aser, Iris, Mansur and with extra help with animation Federica. As I am more confident in 3D I mostly worked on the low poly modelling of the ticketbox, sign and trees, UVing everything except for the interior of the ferry, applying textures that Iris made and animating the landing of the ferry and as it spins away from the earth. Early on I did also help with making the space background and stars.


The second project we were given we all had to be part, it was given to us from the dutch adobe office. We were given a story which we had to read to kids. After each chapter they were going to draw a drawing based on what had happened and afterwards explain to us what they had drawn. Our task was to redraw the scene using the kids drawing as inspiration. Being in a country were I don’t speak the language, however, I got a drawing from one my classmates as she had manage to gather a group of kids. I got the drawing from a girl names Souraya, you can see her with her drawing below.

I have a lot to learn about drawing but nevertheless it was fun to work on. It was not clear to me how much liberty I could take with the original drawing so I tried to keep all the elements and just changed the angle and composed it in a way that I preferred.


The third project I participated in was another very open project. It was given to us by filmding a  company specializing within making marketing films. Filmding with some other companies had gone together to create visual lab which is a gathering of companies that work towards other companies in some way. They wanted us to make animations that used their space at the same time as it illustrated that they were an adaptable company. The space they wanted us to use to our best abilities was filled with screens of all kinds of sizes and shapes.So we decided to use that to our advantage and have the logo in a simplified state move through all  the different screens changing a bit in each screen as it is effected by each individual world that exists within the screens. This we decided could be a good way to show the potential of animation as well as the adaptability of the company. It also gave us the opportunity to use different types of media and divide the screens between us in a way that worked for us. This meant that this became a very different form of teamwork than from the submarine project. Due to technical issues we did not end up with being able to play all the animations synced in the end, however Raphael made a film to show it was suppose to have looked which you can see below.

As can be seen there was a lot of screens so some people worked on several screens as well. The order of the artists as their screens are shown can be seen here: Daniel, Geert and me, Linda, Raphael, Jos, Geert and Paulina, Daniel and me, Jelle, Jos and Paulina,  Iris

Within the filmding project I worked with 3D elements for two screens the space world with Geert and one medieval world with Daniel. The screens had very different visual styles making them very interesting to work on in different ways.

For the space world I worked with Geert, he illustrated and designed the world while I modelled the planets and the astronaut. The astronaut model can be seen clearer here. The astronaut also had to be rigged and animated. For the planets we did it quite easily with some spheres with texture and bump map that Geert provided, I only needed to make them seamless and attach them.

In Daniels medieval it was a bit of an unknown territory for both of us with him never having worked with 3D and I have never worked with so abstract and illustrative objects before. Nevertheless, this was a good opportunity to experiment with combining the 3D and 2D. I started off testing how it could look in 3D by taking one of his drawings and trying to model it. Underneath you can see the early mushroom test. Here the texture was just planar mapped on so we knew that if Daniel wanted movements in the camera so you saw it from the side we needed to make proper textures. Later on Daniel made some squares with textures that we used to scale the uvs within to try and avoid seams.

Another early test was to show Daniel what you could do in 3D and how moving textures worked. We were planning on using this as a way to make a river in our landscape, however due to time constraints we ended up changing the idea.

I realised early on that this could be a lot of work so we got Paulina on board to help model and texture some mushrooms. In the end though it still seemed to be a bit risky due to unfamiliar territory. I started importing and spreading the objects within the scene and made a camera that were suppose to follow the river mimicking the movements as if it were laying on the water, but we decided it would take a while to make it look nice and how we wanted. Therefore in the end we rendered out the objects and composited it together in after effects instead.

It was an interesting experiment and if we had more time it would have been fun to try and complete the original idea. However it was a very new territory and we needed to discuss and visualize quite a bit to each other to show what we meant which meant everything took longer time as well.

Below you can see how the final version ended up.The music has been added later on to add to the mood.

 

Though this period I got a lot of experience with working with very different people. When I have been in group works before with people in my bachelor it felt like I was with more like minded people who also works with technical and artistic and seems to have a tendence to prefer to work at home. This did crash a bit at times when we worked in such a diverse group as especially in the submarine group. This was however also very useful since I probably in the future as well if I can manage will be working with modelling from drawings that illustrators have made. It will still be nice to have more control and less opinions to take into account for the next phase. Since we are now starting on the final phase and our final projects which we will be working on until September.