DISCLAIMER!
DISCLAIMER!
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Hello! I just thought I should briefly outline what I didn't model for the final product just FYI:
First scene:
- Statue of David bust
- Duck toy
- Robot toy
-Globe
- Plane model
-Plant
Second scene:
-Car
seen from China

seen from United States

seen from United States
seen from United States

seen from United States

seen from Italy

seen from United States
seen from United States

seen from United States
seen from United States
seen from United States
seen from Singapore
seen from United States
seen from United States
seen from Russia

seen from United States

seen from United States

seen from Germany

seen from United Kingdom

seen from United States
DISCLAIMER!
DISCLAIMER!
___________________
Hello! I just thought I should briefly outline what I didn't model for the final product just FYI:
First scene:
- Statue of David bust
- Duck toy
- Robot toy
-Globe
- Plane model
-Plant
Second scene:
-Car
NUKE
NUKE COMPOSITING
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I ended up rendering the TIFF sequence without the sun background because I noticed that when the camera zooms in, there is empty space between the wall and the image plane; I tried moving it right up against the wall but then the sun looked way too close to the window.
In Nuke, I set up a 3D scene and placed the TIFF sequence and background on cards, then positioned the background card right behind the main shot, which ended up working. I then slapped a grade node to adjust the gamma intensity and exported the comp as a move to move into Nuke.
FINAL RESULT
FINAL RESULT
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Enjoy! :)
COMPOSITING
COMPOSITING
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I exported the TIFF sequence into Nuke to make the finishing touches. I slapped everything onto a card so I could place things within 3D space. First I animated 2 turbulent noises to act as fog along the water to give the shot more atmospherics. I placed the cards in front of one another so the camera would move through the haze. I originally animated the camera in Blender, but the movement is basically non-existent, so I just animated the camera in Nuke to mimic the movement I wanted. Next, I used a combination of glint, noise and sparks to make the stars; however the stars are barely blinking in the final output and had my render gone faster, I would have been able to edit that. Overall, the water simulation seems to work fine, but just more refinement was needed to really make this shot more interesting. But I did manage to achieve the aesthetic I wanted and I am glad that I was able to do this because I have already learnt a lot from this task which will help me in the future :)
MODELLING
MODELLING
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The modelling setup was way more simple than what I thought it would be I just used a plane, added an ocean modifier, keyframed the time, adjusted the scale and choppiness, added a material, set it to a dark blue grey with maximum transmission and 0 roughness. For the mountains I used the landscape generator and adjusted the noise height, frequency, and type until I got the shapes I wanted for the mountains. I duplicated the mountains and rotated them so they didn’t look the same. Next, to setup the materials I downloaded a rock and grass texture from textures.com and by using a mix shader, and colour ramp node, I was able to mix the textures together to create a somewhat realistic mountain from a distance.
The moon was super easy, I just found a moon texture map, UV unwrapped the sphere geometry, placed the texture, used RBG curves (toned up red) to make it pink, then plugged it in as an emission
Once I was happy with the setup, I exported it as a TIFF and comped it in Nuke.
MAJOR PRAC DESIGN BRIEF
MAJOR PRAC DESIGN BRIEF
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For the major prac, I decided that I wanted to explore water simulation a bit more, but Houdini was running way too slow on my computer and I wanted to try and comp it into an actual scene, so I decided to create the scene in Blender. This ended up being a Blend between a matte painting and water simulation.
I took inspo from some images I found online, and decided I wanted to create a short fantasy ocean that emulated the same feel as these images.
FINAL RESULT
FINAL RESULT
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Enjoy! :)
ASSEMBLY
ASSEMBLY
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After 3 days of rendering both shots, I was finally able to export them into After Effects and begin the final assembly. Firstly, when I keyed the green screen, it also removed the green from other props; so to fix this i drew an inner mask around the objects and keyframed the mask accordingly to only affect the TV and nothing else. I slid the second shot under the first one to create the illusion that it was inside of the TV all along. In a separate compositions, I created the gameplay overlay and "Glass Animals presents" to control the blinking hands on the gameplay screen I used an expression to blink around every 10 frames. The glitch effect and chromatic aberration was achieved just by using the preset and key-framing the glitch to only effect the start and end of the text. I made sure that the shots reacted at the same time with the beats of the song, final colour correction, then exported it.