Crafted
Animated Short
Release Date 2020
An art project reveals the beauty of creation through the hands of an Artist.
About
3D Animated Short
A visually led, rather than narratively led film
About
View full short film
Roll On Crafted
3D Environment and Prop Modeler
3D Character Animator
Co-Producer
Environment and Props
Wood Worker Room Props Process Work
Lantern
Reference
Concept
Lantern Progressions
Final Shot Look
Responsible for Model, research, sketch, and turnarounds
Lantern Before concept was decided
Lantern after concept was decided
Rendered Image Test
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I wanted to play with some Asymmetry to give the prop more character and make it more stylized.
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Tipping the edges was to create the feeling of movement.
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widening the handles at the bottom was to create the illusion of weight though a feeling i want this prop to express
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The dent and and tipped edges was to give and older used look
Turnarounds and Rendered Image
Colored and ready to go into substance for the texture artist
Tool Box
Reference
Sketch
Final Shot Look
Responsible for Model, Research, sketch, and turnarounds
Tool Box Progressions
Earlier Model
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Had all rings
Later Model
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Changed the lower rings to knobs for variation
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started color coding for substance
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The box is functional crating a space for the animator to utilize
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Tipping the edges of the box and drawers was to play with proportions to fit the world the Woodworker lives in and create the feeling of movement.
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Added each screw and facet to make it more believable
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To add interest a moving mechanism besides the drawers was added to the top
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to apply to the Woodworkers busy cluttered personality little letters/ notes were added with a clip to show he likes to keep access things.
Final Model
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Lid clasps and drawers made a symmetrical for interest and to fit style better
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ringed by Emma Srutowski
Turnarounds
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Created in Maya
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Rendered turnaround in Marmoset
Responsible for Model and turnarounds
Modeled by me
Textured by Jin Lee
Rendered Images
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Textured in Substance
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Rendered Images by Jin Lee
Rock Column and Volcano Environment
Created in Houndini
Responsible for all 3D models except trees, camera, animation, Rock Column textures
Overview
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Scene inspired by The Zhangjiajie National Forest Park in China and Hallelujah Mountain in 'Avatar'
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The landscape features tall, stone mountain columns covered in foliage
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The camera weaves in and out of the columns as it moves along
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The columns will be standing upright in water
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In the background there are stone structures that stand in the water.
WIP
Final Shot
Reference
Concept Art
The Incredibles - Dash Runs on the water
The scene is more progressed but still stylized. Crafted is going for a simple shape and the texture will add the more geometric details
Rock Wall has more defined geometric shapes
The Zhangjiajie National Forest Park in China
Concept by Leo Chen
The Grinch
Volcano example with a simple shape
Houdini Challenge
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I learned how to use Houdini in two weeks to create this rock wall.
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This process was challenging to create the overlapping of geometric shapes with a smooth top to be the forest for the next scene.
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I had worked with nodes in Substance Designer but this involved a lot of research and time.
Houdini Success
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I was able to create the desired look in the end though lots of trial and error, research, and help from Ryan Gold.
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I was happy with pushing myself to learn a new program without a class on it and with such a tight time constraint.
A procedural is being used for all of these assets
Column Wall Progressions
Created in Houndini
Challenge that was Solved
Finding a way to overlap the geometry
One of the First Attempts
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Started with a cube and turned it into a rectangular prism
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First I learned how to join different pics of geometry to try and create and overlapping look
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The rocks where not ridged enough I had put a bend in the wall but it was to thick and it did not have a flat back
A Middle Attempt
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I made a wall that had a turn and combined rocks but made them look more ridged
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They where to realistic here and did not have a flat top for the forest ground
Final Result
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The wall has 2 rectangular prisms combined and one cylinder
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The cylinder was used to cut out the inside corner to create a space for the volcano
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A smaller vertical rectangular prism was tapered at the bottom to create the geometric pieces along the wall
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points where created along the wall and then the smaller vertical rectangle was randomized to the point with random heights and width for each
Volcano Progressions
Created in Houndini
Challenge that was Solved
Getting the bottom of the volcano to merge with the ground
Early Attempt
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I added a height map to create ridges of the ground
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Made the volcano one with the ground to create a smooth transition
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It was way to realistic
Final Result
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I simplified the volcano by taking a triangle and giving it 4 sides
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Took a cylinder to cut out the top for the lava to go into the hole
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Made the volcano one with the ground to create a smooth transition
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reduced the height way down on the ground to create only subtle variations
Columns Progressions
Created in Houndini
Challenge that was Solved
Creating the ledges
The First try
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Originally I decided to try and create it in zbrush
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I started with a cube
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This process made it hard to create fast variations
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After working on it i decided to switch over to Houdini
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Started with a rectangular prism
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Tapered the bottom
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Added a bend to make it asymmetrical
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Ended up to realistic with to many ridges
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Reduced the ridges
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Made the ridges bigger
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Tried to go for a more stylistic feel
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Added ledges
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At first asked to have many variations
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After I was asked to make 3 specific looks
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I combined, rotated, scaled and edited the bend to create the 3 specific variations
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Randomized the ledges location on the models
Layout Progressions
Layout Created in Houdini then altered in Maya after adding assets
Early Pass for Layout
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First rocks where randomized across a map of where it can and can not be placed
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To many rocks and not specific enough placement
Final Pass for Layout
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First I was asked to randomize the location
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After many attempts It was then asked to be the layout artist for this scene
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I bought the scene in to Maya to hand place the columns based on the camera
Camera Pass
Model UVs done in Maya
Camera Created in Maya
My New Channel
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Motion Path first used but did not turn out with the desired look
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Changed approach to hand animating the camera
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Many camera variations done before final
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Transferred to Houdini
Textures/Renders
Scene compiled in Houdini to prepare to apply effects
Texture created by me in Substance Designer then applied in Substance Painter
Preparing for textures
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This scene was originally created to be all procedural textures but because of COVID-19 we did not have access to Houdini
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In Maya I color coded the columns to prepare them for substance designer
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The columns closest to the camera are on their own maps while the ones further away share a map in 3s
Triplainer Projection
UV Projection
Rock Column Texture
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I created in in Substance Designer
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To do this I researched different rock and stone textures
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I applied it in Substance Painter
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I decided to go with Tri Plainer projection to help hide the seams
Challenge that was Solved
Transferring textures to this Houdini file
Problem Solving
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problem - during the transferring process the procedural texture for the wall did not apply the same because of the scaling difference
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Solutions - I learned if you do not apply it though a material node but though the obj level the scaling works correctly
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Problem - The volcano to get the right look most of it is under the water so the top is wide enough for the effect
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the texture was way to big in compared to the part showing and looked like a bunch of big U wrinkles
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Solution - to fix this I played with the scaling and rotation of the different texture layers
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the colors where then altered with color correct nodes to get a cohesive colored scene
Houdini Transfer Process Examples
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Imported most of the scene as one obj and then split it with a delete node to assign individual textures
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All textures applied
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Character needs subsurface
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Models need to be subdivided
Textures Finalized Renders
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Added subsurface to the skin
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Subdivided the character two times
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Subdivided the environment models
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Fog added by Emma Srutowski
Final