This is the final output of our group project.
Category: GROUP
Low-Fi: Project: WRENCH
In the task of modeling a second item, I pondered over my options and ultimately settled on a wrench or spanner. These tools are particularly useful in providing a secure grip and mechanical advantage when it comes to applying torque and turning objects, such as nuts and bolts. Furthermore, they serve the purpose of preventing these objects from turning, thereby ensuring that they remain securely in place.The Second model that I had to model was any choice of “tool”. Hence for this reason I started going with a wrench or a spanner. A wrench or spanner is a tool used to provide grip and mechanical advantage in applying torque to turn objects—usually rotary fasteners, such as nuts and bolts—or keep them from turning.


It never ceases to amaze me how a seemingly ordinary block can be transformed into a true work of art. I recently embarked on a project that involved utilizing a variety of basic shapes, including boxes and cylinders, to create an intricate spanner. To begin, I took a rectangular box and employed the smooth select feature to bend the upper portion of the spanner. This was accomplished by selecting any edge, vertex, or face and pressing the key ‘B’. From there, I used the extrude tool to create the upper section of the spanner.


Using the same technique, I went on to create the second head of the spanner. However, to ensure that the upper portion would fit seamlessly into the void, I had to extrude some faces and merge the edges to create a single vertex. Initially, I had considered using the Boolean tool, but ultimately decided against it due to the potential for “N-Gons” to occur. These are faces with more than four sides, and can lead to unusual rendering results if not handled properly.




For the handle, I started with a cylinder and skillfully beveled the corners to create a beautiful capsule-like effect. With the extrude tool, I was able to create the final, simple handle, which perfectly complemented the intricate design of the spanner. All in all, it was a challenging but incredibly rewarding project, and I’m thrilled with the results.I am amazed how a single piece of block can be turned into an art work. In this project I have manipulated all the basic shapes such as box or a cylinder.

Upon completion of the UV cleaning stage, I proceeded to import the model into Substance Painter, a software program that was initially unfamiliar to me. As a newcomer to the world of texturing and layering effects, I found the interface to be user-friendly and highly creative, requiring only a basic understanding of texturing to produce visually stunning artwork.



To start, I decided to apply a “rough steel” texture to the spanner, which I then augmented by adding several scratches and paint marks to give it a more rugged, weathered appearance. I found the existing brush effects to be highly effective in streamlining this process, allowing me to achieve the desired outcome with minimal effort. Moving on to the handle, I used a Carbon Fiber texture, adjusting the tiling size to suit my vision and bring out the desired effect. I then used the brush tool to add more roughness to the handle, enhancing its overall aesthetic appeal and creating a more immersive experience for the viewer. Overall, I found the entire texturing process to be both rewarding and creatively fulfilling, and I look forward to exploring more advanced techniques and tools in the future.



Low fi: Project: Window
As I set out to undertake the task of designing the window for the Low-Fi project, my mind was filled with a clear and concise vision. The window needed to be both practical and functional, while exuding a sense of antiquity and simplicity.
To achieve this, I began the process by utilizing the boolean function on a cube with bevelled edges. This action allowed me to create a surface intersection, which I then used to outline the window’s border. From there, I took the central faces of the surface and pulled them downwards towards the middle, creating a border that would house glass panes.




Next, I used the same booleaned surface to create the exterior of the window. I selected the outer edges and extruded them with a slight offset, which gave the window a sloping appearance. This step was essential in achieving the desired effect of antiquity and simplicity. Finally, I merged the extruded edges to create a single, cohesive unit.


Initially, my plan was to design a set of three windows. However, after consulting with the group leader, it was decided that a single, unified piece would be more suitable for the project. The resulting design was not only practical and functional but also visually appealing, perfectly embodying the desired sense of antiquity and simplicity.



Upon completion of the UV cleaning stage, I proceeded to import the model into Substance PainterTo start, I decided to apply a “rough steel” texture to the window, which I then augmented by adding several scratches to give it a more used, rusted appearance. Overall, I found the entire texturing process to be both rewarding and creatively fulfilling, and I look forward to exploring more advanced techniques and tools in the future.



As a look dev artist, I was assigned for floor modelling. For this I had a concept of building a procedural model which would depict the old school sci-fi theme that has been set to our project. For the same, I collected these references for the floor


To begin with, I choose Houdini to model this concept as it is very powerful software for procedural modelling. In case if I have to make any changes in the past or if its just playing with modeling, for me Houdini is a comfortable.
To begin with, I took a basic shape and technique for building the floor. I started by taking a grid copying and beveling its edges so that it aligns as per needed. Further, I boolean it with each other, resulting into the start of a sci-fi industrial look. Later I continued this technique of copying, transferring and booleaning the model until I got a more interesting look.









For the main floor, I started by taking box editing its edges and making a hole in it so that I can fit the cage in it.
The main motive for having the cage in the center is that we would be having a clear look at the water fx, that would be added later on.
For the cage, I started by taking a grid and giving it divisions according to the size needed for the cage holes. For creating this mesh, I used the technique included in extrude. In this case, I made the faces have an individually unique, so that it takes up the process respectively. Later on I added a negative inset value and extruded it. And thus getting the result of the cage.





For the end, I added some pipes to get a better old sci-fi look. To achieve this, I took a line, added segments and edited the points unequally. Followed by beveling the points in order to get the smoother curves at the turnings. And then I used the poly wire node, which resulted into getting the pipes.



workflow

This was also an other version that I modeled, where the floor was much thicker and the cages were on the side. But I did the changes as it was fit to project and also by taking notes by other members of the group.

I am pleased to share with you the completed floor plan that has been agreed upon. It is a thoughtful amalgamation of type 1 and type 2 layouts, designed to provide ample space for the various furniture pieces we require, including a desk, prototype stand, and comfortable couch. This final configuration has been carefully chosen to meet our needs and ensure a productive and comfortable working environment.So, this is the final version of the floor that we all decided to go with. Basically, it is a version that includes type 1 and type 2. This was done specifically so that the rest of the furniture such as the desk, Prototype stand, couch and the rest have proper space.
To create the texture, I utilized the Arnold surface shader and applied a brushed metal effect. Additionally, I incorporated an HDRI image from polyheaven.com to achieve the desired lighting.For the texturing part, I have used shader of brushed metal in the software of Substance painter. Along with this I also custom painted the floor as well as the the gride so that it matches the flow and make it much more realistic. And for the lightning i have used an HDRI image from polyheaven.com.






For match move I used the software 3D equalizer, which is really good for tracking and exporting the scene into other software. Later I used Maya for the completion of the match move and this is the final result.


LOW-FI PROJECT
As part of our project, we were assigned to different teams with specific tasks. I was entrusted as the Look Dev Artist for Team Y, and we collectively decided to embark on a Lo-fi themed project. This particular genre takes inspiration from iconic films like Alien (1979) and the original Star Wars trilogy (1977-). Our main objective revolved around the concept of ‘cassette futurism’.
Our team members are as follows:
Look Dev Artist: Tim Schweizer
Look Dev Artist: Kaiyue Wang
Look Dev Artist: Tianqixu
Look Dev Artist: Jess Howard
Look Dev Artist: Margita
Look Dev Artist: Ruijia Zhang
Look Dev Artist: Dominic O’Donnell
Look Dev Artist: Saurabh Waikar
CG Generalist: YaFang Zheng
CG Lead: Daniel Loutfi
Compositor: Guoxin Lin
Compositing Lead: Mingyue