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Maya VFX Fundamentals Units

Maya Fundamentals: Modelling a Hot Air Balloon

360 Turntable

For this project we were tasked with modelling a hot air balloon for use in our Nuke class. The final project was titled “Balloon Festival”, so it was our job to incorporate this model into a Nuke composition. In this project I designed two hot air balloons, the first solely in Maya to demonstrate my modelling skillset, and the second was mainly in ZBrush because I feel I have a lot of artistic freedom and tools to create what I envision in a somewhat organic and intuitive way. The UV’s were created and adjusted in Maya however, because I find Maya’s UV toolset to be very powerful.

When it came to texturing, I brought the model and UV’s into Substance Painter and began to apply the textures. Using both materials imported from Quixel Megascans and flat planed textures such as the basket weave, I also textured in several wear and rust effects to the metal bars and rope links. One issue I had was the normal and displacement maps not appearing as they should in Maya, but after researching the AiNormapMap node and its functionality I was able to remedy this.

My thought process behind creating my first hot air balloon was to test some more tools in Maya, and create a realistic rendition of the concept. In doing this however, the polycount became unnecessarily high, ranging into the 100k range and the render time suffered massively as a result. As I was not that pleased with the final result anyway, I went back to the drawing board and tried to find a balloon concept that had some narrative interest.

My result of finding a new concept was settled as I remembered the film “Around the World in 80 Days”, a movie which centres around an explorer who embarks on a journey to circle the globe and return to his launch point within 80 days. I figured that this would carry more interest and personality to the concept rather than a typical balloon model. To this regard I gathered several references to the film’s balloon, and began modelling in Zbrush. I aimed to maintain a consistent silhouette and avoided making minor details to the model, such as engine levers and gas cylinders as I had previously done as these would be almost completely unnoticable in the final ‘Balloon Festival Project’.

Furthermore, in the favour of the model the final polycount was within the 30k range, and the Arnold render was much quicker. Whilst I typically aim for a polycount of around 10k, this was acceptable without the need for retopology and baked maps which were instead achievable in Substance Painter. Had this been a model required for a game engine, these needs would have to be addressed. but as a final beauty render a high polycount may bring certain lighting and texturing details lost to a texture bake, those of which I did not want to lose.

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VFX Fundamentals Units

Short Film of City Life

For this project, we were tasked with creating a short film based on the title “City Life”. To create this video, I ventured to several places in London which I found represented the city. One caveat of this project was to record the footage using a mobile phone, which brought with it certain limitations as my phone is not the most modern, so I tried to create more interest in the edit using Adobe Premiere. I travelled to Central London to get some views of the bustling city and its landmarks, as well as some night-time clips to develop a simple narrative. My final shot was recorded from Primrose Hill in North London, as I wanted to capture the city as a landscape, and Primrose Hill is perhaps one of the best locations to obtain such an image.

Although the final video was a bit longer than desired, I wanted the film to follow a simple narrative. The turning of a corner indicating the transition between a residential area and the busy roadways of Westminster Bridge leading to Big Ben and the Houses of Parliament. I also wanted to show a short clip of the nightlife in Trafalgar Square and ending with a wide shot of London’s skyline. By progressing from a small, residential neighborhood to the expansive view of the city, I felt this showed how different London can be as one ventures to different zones. I also wanted to play with the idea of space and time with a short ‘boomerang’ clip, and a hastened drive through Chelsea to alter the pace of the film.

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VFX Fundamentals Units

Collage of Still Images Based off the Keyword: ‘TIME’

For this task, we were asked to go out and photographs images which capture the concept of “Time”. I attempted to capture a few different subjects, mostly relating to travel as we spend so much of our lives moving from place to place. I also wanted to refer to childhood playgrounds as a forgotten past-time. Finally I wanted to capture a small part of London which showed me the development of the city with electric car charging posts, while at the same time keeping the traditional red London postbox.

Whilst enjoying this task a fair amount, I had to quickly learn how to use a DSLR camera but I’m very glad to have done so as I don’t think I would have achieved the result that I did.

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Maya VFX Fundamentals Units

Week 1 & 2: Maya Fundamentals

Modelling the Tesla Cybertruck

Reference Image
Front View
Side View
Rear View

Here is where I modelled the main body of the cybertruck, I also added the UV’s and textures. The final image is the final result of the composition using an HDRI image for lighting and framing.

I enjoyed this project quite a lot because I’ve always liked to model and texture hard-surface objects. Baking normal maps and sculpting high-resolution details are processes which I’m always trying to improve on, and this project helped me recall some of those skills. Also I learned how to use the AiShadowMatte node for the first time in conjuction with an HDRI, as I was having issues using a flat image plane for composition.

Here I sculpted some surface details into a subdivided mesh in order to bake normal and height maps. I also added a grainy rubber texture to the tyres. To achieve these looks, I used a high-poly mesh from Zbrush, as well as height layers in Substance Painter to imprint the details.

Modelling a Wine Glass in Maya

Rendered Using Arnold

We were tasked with modelling and adding textures to a wine glass created in Maya. Here we used the Revolve tool from a basic curve to create a NURBS object which I then converted to a polygonal mesh. I also modelled some “wine” to be placed inside the glass. I wanted to add some high-poly detailing so I created the UV’s and exported the low-poly model into ZBrush to add some designs and intricacies, I was also interested to see how the baked maps would look with the material. I then baked the textures inside Substance Painter and added just the normal map to the preset “Glass” inside Arnolds materials section and rendered in Maya using an HDRI image. I also created a basic table and added simple textures to have some shadows and realism.

Modelling a Lego Character in Maya

Modelling Lego Character in Maya

In this task we were asked to model a Lego character in Maya. We used several tools I’m very familar with, such as: extrude, curve extrude, multicut and inset edge loops, and the UV toolkit and texture application. There were some tools I learned about for the first time such as the circularize tool. I went a little bit further for this task as I brought the model into Substance Painter and began to give the character a face and some details onto his shirt, using alphas to outline the shapes and adding a small amount of hand-painted features.