Chocolat
This was a week long project that involved fluid simulation with Bifrost in Maya. After making a plan for the shots that I wanted I designed the packaging for the last shot along with modelling the chocolate for that shot too (I used an edited version of this as a mold for my simulations as well).
I based the designs off of Belgium chocolate and Lindt chocolate to help me get a good idea of what chocolate packaging often looks like. I decided to call my fake brand 'Chocolat' as it's Chocoate in french and there are plenty of chocolate brands that have french-esque names. I animated the package shot as the chocolate simulated on a separate computer. Onto the simulations which were very time consuming, a lot of trial and error went into getting my chocolate to look pretty good as most of the tutorials I found were on things like milk and not specifically on chocolate. After everything was done and ready to be rendered, I rendered it out with Renderman and comped with Nuke before adding the background and cutting the two shots together. |
Chocolat from Kathryn Hudson on Vimeo. |
Robobear
Robobear from Kathryn Hudson on Vimeo. |
For two weeks I worked on this small project with Jimmy Kitto. The goal was to practice matchmoving and live intergration so we came up with our story of a Robot Bear exploring a desk and being generally cute. We designed the character together although I was holding the pencil then he modelled, textured and rigged the robot bear for me to animate.
After taking the footage of my desk I took that into Nuke to track. I then animated the character in Maya before rendering out with Renderman, making sure to have the correct shadows for compositing. After that I comped it in Nuke. I would like to change the animation at some point as it makes the track not look as good as it could. |
Still Life
The Still Life assessment at Yoobee School of Design lasted four weeks and the task, as the name suggests, was to recreate a photo that we took. I used Maya for all of the modelling and Photoshop for the texturing before rendering with Renderman. Over all there's so much that I wish I could change in this project that it would be better to basically start again.
Probably the biggest problem with this project was thinking that the objects were simpler than they were, paper and leather aren't super easy to make look like what they are in 3D and the intricate details on the sword needed a lot more time put into them. I should have made a more thorough plan going through everything as well as on the most part I was winging it. Even just making a list of everything I needed to do would have helped immensely.
If I do ever go back to fix this up then I think I'll be almost entirely working on the textures and material work as in the final output everything is gooey and shiny making it look very 3D. Specifically I'd give more time to the gloves as they barely look like leather and there are places that are rather stretched. Out of the three items it's probably the only one that I would specifically go back to fix the models for, especially around the stitching as how I did it originally was by drawing a displacement map in Photoshop which really doesn't look as good as if I had sculpted the gloves up in Zbrush and turning that into the displacement map.
Probably the biggest problem with this project was thinking that the objects were simpler than they were, paper and leather aren't super easy to make look like what they are in 3D and the intricate details on the sword needed a lot more time put into them. I should have made a more thorough plan going through everything as well as on the most part I was winging it. Even just making a list of everything I needed to do would have helped immensely.
If I do ever go back to fix this up then I think I'll be almost entirely working on the textures and material work as in the final output everything is gooey and shiny making it look very 3D. Specifically I'd give more time to the gloves as they barely look like leather and there are places that are rather stretched. Out of the three items it's probably the only one that I would specifically go back to fix the models for, especially around the stitching as how I did it originally was by drawing a displacement map in Photoshop which really doesn't look as good as if I had sculpted the gloves up in Zbrush and turning that into the displacement map.