Showing posts with label gingerbreed. Show all posts
Showing posts with label gingerbreed. Show all posts

Thursday, November 26, 2015

Adamant Completed! And a New Demo Reel

Hi all,

The (major) work on the Adamant is done. :D  I suppose I'll always be tinkering, making her better.  I suppose this could be chalked up to the fact that the ship always is in for refit as new technologies become available, right? :)






Also, a new demo reel for 2015, featuring the new ship!  The old demo reel was really starting to show its age, so I decided to bite the bullet and make a new one.  Not much room for stuff in only 2 minutes of video, so I had to be choosy.  I decided to show the work for Gingerbreed and a possible future concept web series I've been tinkering with called Starship: Adamant, which would feature short little snippets of various missions the Adamant goes on in her voyages. :)



Dan

Friday, November 13, 2015

Finished Gingerbreed Sample Work

So, continued work on Gingerbreed.  The guys over at HiFI3D sent me some finals yesterday featuring one of the digital sets I built for them.

Here are some original OpenGL versions of the Colony set as it was being built:

Since this set was to be different from the rest of the sets built previously, I started with a single panel to get an okay from Jon and Szymon

The set was to be heavily damaged and distressed, but I started from a pristine state to get an idea what the location looked like before its demise

Jon and Szymon would give me helpful feedback on the project.  Since the scene was to include live action shots already completed, certain geometry had to be placed correctly to accommodate the paths of objects as they moved through the digital environment.  Some of these changes may stay, others may be removed at virtually any time in the production

The central core of the set was left for last.  Again, due to shooting constraints, the over all floor plan had to be followed closely




I model in Blender, because I find the modelling suite there to be easier and faster to work with.  But the film uses Maya, so the sets have to be exported to Maya scenes and set up in a certain hierarchy to facilitate lighting, texturing and shooting.
From there, Jon and Szymon take the modelled scene, light and texture it and then render it out for backgrounds for the action.  The results look like this:





So, that's what I do for a living. :)

Hope everyone enjoyed this little foray into the world of a digital environment modeller!

Dan

Monday, October 12, 2015

Shuttle Pod

More work on Gingerbreed for the guys at HiFi 3D.






Still some work to do on detailing out the aft sections and other things.  But so far, so good, I hope.

This particular model has to have a full interior as well, for filming.  So a high res interior model for this, seamlessly integrated into the exterior modeling is necessary.  Fun times.

Dan

Saturday, September 5, 2015

More Gingerbreed Work








More work done for the awesome guys over at HiFi3d.

No shading this time, unfortunately, but just geometry.  A beleaguered space colony.

Dan

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.

BRIDGE






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.

MESS HALL


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.

HANGAR COMPLEX









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.

Dan
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