Reflection

This project has been a large improvement from my first semester in all aspects.

I wanted to work on my time management, increasing my skill in modelling and tracking and create a professional looking product in hopes to apply for work.

My time management improved greatly, by blocking my project into individual components such as concept art and scouting, modelling and texturing, I was able to balance my time with my other projects while still checking off tasks for this project due to working them down into more bitesize pieces so each task could be completed within a day or two. I know this was a success as no all night working sessions had to be carried out to finish this.

My modelling was the skill I believe increased the most. Taking the time to re-learn how to model in Maya and delve more into hard surface modelling and its techniques allowed me to create more professional quality models as well as the knowledge of how to create almost any shape I want.

I also put more effort in learning to UV unwrap and texture paint within substance paint. Triplanar projection and texture sets were something I only learned through curiosity simply because I now had the time to explore the software.

Matchmove is forever going to be a constant learning process, upon attempting object tracking this semester I learned how difficult getting a solid track can be as well as what to look out for in footage to help guarantee a better track. This will greatly help if I ever work for clients as I will be able to advise on shots that will contain visual effects to make sure that the post-production can go as smooth as possible.

This semester has been an amazing experience for me to learn more about the industry and also prepare myself for it. And I hope that the skills I have developed will be enough to push myself forward within the industry.

Draft to Final – Grappling Hook

Here is a small video summarising the work gone into building the final grappling hook scene from draft to final.

Creating this scene has taught me a lot more about object tracking due to having created my own prop to use for tracking. Markers need to be clear for the camera to see. and contain the highest level of contrast possible. If using colours stick to red, green or blue to allow for RGB split channels for tracks to be more accurate. Also designing your prop to wield somewhat like your model not only in terms of function but in weight will allow the actor’s movements to flow smoother, allowing for an easier track.

Draft to Final – Tunnel

Here is a small video summarising the work gone into building the final tunnel scene from draft to final.

The tunnel scene may not be my best modelled or textured but it has the best lighting by far. Lighting is something that I’m still learning to understand within blender due to the nature of 100 strength doing nothing and 10000 strength being the norm, but only at a certain distance. Lighting is one of the points I want to focus on after this project to help improve my shots overall finished look. This scene also allowed me to experience footage that the light is constantly changing in and how to make the best out of the footage through manual tracking and the right track settings.

Draft to Final – Drop Pod

Here is a small video summarising the work gone into building the final drop pod scene from draft to final.

The drop pod scene I believe is my best work that I have created for this showreel, the track, model and lighting are all of the photoreal quality standards set by Framestore. There is room for improvement in all areas but these will improve as I continue to learn more about Maya, Blender and Substance Painter. Adding smoke and fire to this would be my next attempt to learn and add to this shot to enhance the scene.