Friday, July 17, 2015

Commission Work

Received permission from the guys over at HiFi 3D to show the fun I've been having on their project up until now.  I've been commissioned to provide modelling for digital sets for their project, an indie film called Gingerbreed: The Motion PictureHere is a link to the project website.

Client provided over all set direction, as all the sets must interact with live action actors.  Therefore, at points where there is interaction (i.e., doors, consoles and whatnot), dimensions and placement of items must be precise.  Modelling only has been completed at this point, and they provided me with some preexisting geometry to use, and I built on that as I went.

Digital sets are listed in the order they've been worked on.  All modelling done in Blender 2.7x, to be exported to Maya for further work on shading, materials and lighting.


The Bridge set had to fit inside the preexisting geometry of the front of the spacecraft that was already designed.  Additionally, all of the consoles, chairs and doors had to be exactly placed so that human actors could interact with them seamlessly.  Careful placement of interior elements made this possible.


The Mess Hall turned out to be my personal favorite at this point in the ongoing project.  The client requested that there be as much non-tessellated detail as possible, to accommodate the close-ups that would be required in the scenes featuring this set.  Numerous greeble details sufficed for that purpose.  The couch turned out to be the greatest challenge in this set.


The Hangar Complex is actually two sets connected to each other--a large storage chamber, and a smaller chamber attached to the first level of the hangar.  This room had numerous pieces that were already constructed that the client requested to be extrapolated through the rest of the room.  These meshes included the main floor, the crates and the corrugated exterior walls.  Only one corner of the room was modeled.  The rest had to be modeled from scratch. 

Still work to do on the project, so more updates on the way whenever I finish them.

Hope everyone is doing awesome.


Wednesday, June 24, 2015

New Uploaded Model

Well it's been a bit of time since my last update.  I've been extremely busy with commissions, and haven't been able to share much of it since I'm under NDAs.   But, a little bit of a respite this week, so I decided to finally finish the ship interior I was working on earlier this year and upload it to the various storefronts.

I give you the Spaceship Interior C HD!


Tuesday, February 17, 2015

Commission Project: WIP, and New Workstation

Finally, a commission I can actually share WIPs on.  Here's a set I've been working on, and is nearing completion.

This is a digital set for an indie film currently in production.  The challenge lies in the fact that there are several parts of the set which must be interacted with by live action actors.  Two actors will be placed in this scene using green screen.  Both are interacting with consoles which are very specifically placed.

In addition to the actors, there will also be three monitors which will be present on the practical set.  This requires close coordination with the client to make sure our camera angles and placement of the practical (real life) assets coordinates seamlessly with the location of place holders on the digital set.

Thankfully, there are no moving shots in this scene.  All shots are from a stationary camera.  There are four vantage points.  Camera information must be shared between the digital artist and the director so that he knows how to shoot the live action parts in a way that seamlessly mesh with the digital elements.  The information involves exact coordinates of the camera, rotation in degrees, lens angle, focal length, even what brand of camera was used.

Without this careful sharing of information between digital artist and director, it could lead to discrepancies between the digital and live action aspects of the finished shot, even the slightest of which having the distinct probability of destroying the credibility of the shot.

To conserve system resources, only what is absolutely necessary is actually modeled.  The set itself is simply this:

High resolution videos are used as the textures for some of the screens.  These are 600 frames long and are looping.  A render at full resolution for background plates will take about a day to complete.

And now, the new workstation I built.  It was time for a serious upgrade.  Ever since my other current client had to order me a new workstation from Boxx (which, by the way, I highly recommend that company), because the previous machine was no longer making it, I've been wanting to upgrade.  This was my chance.

New Workstation Stats:

Intel Core i7 4790k 4.0 GHZ quad-core processor
Nvidia GTX 980 ACX 2.0 4GB GDDR5
ASUS Z97-A motherboard
16 GB DDR3 dual-channel RAM
240 GB SSD
Antec P-100 Case

Some nifty unboxing/construction pics:

Everything arrived apparently undamaged
The CPU - Intel Core i7 4790k 4-core CPU 4.0 GHZ

CPU seated on motherboard.  Yes,  I accidentally touched the surface of the CPU and had to clean it using 91% alcohol
CPU cooling and RAM banks added

Motherboard, with power supply and graphics card installed in case.  Ready for wiring

Fully wired up...scarey moment of first power up approaching...

It worked despite the extremely unprofessional, untidy construction environment!
I apologize for the extremely unprofessional well as my equally unprofessional temporary testing set-up in my parents' living room.

And testing:

Nova Bench Score.  It was really hurt by the small size of the SSD partition which I have Windows installed on

Windows Experience Rating

BMW27 Benchmark test.  Time: 1:31.24 (GPU). (Benchmark Download Here)
So, not too shabby, I guess.  It's a good upgrade and should last a good while.

Hope everyone is doing great.


Wednesday, January 21, 2015

Plagarus Part 3 Update

I decided to take a day just to give the old baby some love.

Environment creation began for the two areas in this part.  One is the exterior establishing shot telling everyone it's night time, now, but that we're where we left off--Padoen Titus's apartment complex.  Astute astronomers may wonder why a spiral barred galaxy appears so close in the sky.  That is the Milky Way.  All of the action in Plagarus (and, indeed, every movie I make in my personal universe) happens in a globular cluster in the galactic halo of our home galaxy.

And, of course, Padoen's apartment itself.  This set is available online, but it's far more generic than this fully furnished and decorated version.  I may update the online version with the textures, at least.  We'll see.

Updated Padoen Titus' and Lethgoshis' meshes, textures, materials, and skeletons, as both characters were looking pretty dated due to huge advancements in Blender and the Cycles Render Engine.

The guide track for the dialogue has already been completed.  This track is comprised of the unfiltered original recordings (well, except for equalizing and compression, thanks to my sound buddy Danny), and is used strictly for animation purposes.

Another reason that Plagarus took a back seat is rather personal.  My good friend Dale, who helped me work on it suddenly died late last year. He was only 28. He provided the inspiration for Ackla, the snake alien in Part 2.  He did the initial voice recording on my old set-up.  I then copied his performance in the recording that is in the actual movie.

With a lot of work, the main character's alien species being called "Isus" (a name which could be controversial, given the events in Iraq last year), and Dale's untimely departure, an impenetrable wall of resistance was created which I'm still struggling to get through.  Here's hoping I can get Part 3 out anyway.

Hope everyone is doing well.



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