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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

Lantern

Environment and Props

Wood Worker Room Props Process Work

Lantern

Reference

REFERENCEBOARD.png

Concept

concept.png

Lantern Progressions

Final Shot Look

Screen Shot 2020-08-28 at 9.02.40 PM.png

Responsible for Model, research, sketch, and turnarounds

Lantern Before concept was decided

Lantern after concept was decided

substancereadyv1image.PNG
lamp_fin.jpg

Rendered Image Test

  • I wanted to play with some Asymmetry to give the prop more character and make it more stylized.

  • Tipping the edges was to create the feeling of movement.

 

  • widening the handles at the bottom was to create the illusion of weight though a feeling i want this prop to express

  • The dent and and tipped edges was to give and older used look

Turnarounds and Rendered Image

rendered_Textured_turnaround
rendered_wire_turnaround
rendered_ambient_turnaround
rendered_process_turnaround
  • ​Created in Maya

  • Textured in Substance

  • Rendered turnaround in Marmoset

Colored and ready to go into substance for the texture artist

finalsubstanceready.PNG
Tool Box
renderedtextured.PNG

Tool Box

Reference

Sketch

box.png
toolboxsketch.png

Final Shot Look

Screen Shot 2020-08-28 at 9.05.21 PM.png

Responsible for Model, Research, sketch, and turnarounds

Tool Box Progressions

wiptool.PNG
subtool.PNG
rig.PNG

Earlier Model

  • Had all rings 

Later Model

  • Changed the lower rings to knobs for variation

  • started color coding for substance

  • The box is functional crating a space for the animator to utilize

 

  • 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.

 

  •  Added each screw and facet to make it more believable 

  • To add interest a moving mechanism besides the drawers was added to the top

 

  • 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

  • Lid clasps and drawers made a symmetrical for interest and to fit style better

  • ringed by Emma Srutowski

toolbox_textured
toolbox_wire
toolbox_compiledturnaround
toolbox_ambient

Turnarounds

  • ​Created in Maya

  • Rendered turnaround in Marmoset

Responsible for Model and turnarounds

Modeled by me

Textured by Jin Lee

Rendered Images

d2.png
d1.png
d2.png
  • Textured in Substance

  • Rendered Images by Jin Lee

d1.png
Rock Colum Enviornmen

Rock Column and Volcano Environment

Created in Houndini 

Responsible for all 3D models except trees, camera, animation, Rock Column textures

Overview

  • Scene inspired by The Zhangjiajie National Forest Park in China and Hallelujah Mountain in 'Avatar'

  • The landscape features tall, stone mountain columns covered in foliage

  •  The camera weaves in and out of the columns as it moves along

  •  The columns will be standing upright in water

  • In the background there are stone structures that stand in the water.

WIP

Final Shot

Reference

Concept Art

rocks run.png

The Incredibles - Dash Runs on the water

cojl.jpg

The scene is more progressed but still stylized. Crafted is going for a simple shape and the texture will add the more geometric details

cojl.jpg

Rock Wall has more defined geometric shapes

colorscript_015.png
colorscript_016.png
colorscript_017.png
rocks.jpg

The Zhangjiajie National Forest Park in China

colorscript_018.png

Concept by Leo Chen

g.jpg
colcano.jpg

The Grinch

Volcano example with a simple shape

Houdini Challenge

  • I learned how to use Houdini in two weeks to create this rock wall.

  • This process was challenging to create the overlapping of geometric shapes with a smooth top to be the forest for the next scene.

  • I had worked with nodes in Substance Designer but this involved a lot of research and time.

Houdini Success

  • I was able to create the desired look in the end though lots of trial and error, research, and help from Ryan Gold.

  • 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

Column Wall Progressions

Created in Houndini 

ledge_01_wip_nobg.PNG
terainnode.PNG

Challenge that was Solved

Finding a way to overlap the geometry

One of the First Attempts​

  • Started with a cube and turned it into a rectangular prism

  • First I learned how to join different pics of geometry to try and create and overlapping look

  • 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

ROCK_02.PNG
volcanonode.PNG

A Middle Attempt

  • I made a wall that had a turn and combined rocks but made them look more ridged

  • They where to realistic here and did not have a flat top for the forest ground

cliff.PNG
cliffnode.PNG

Final Result

  • The wall has 2 rectangular prisms combined and one cylinder

  • The cylinder was used to cut out the inside corner to create a space for the volcano

  • A smaller vertical rectangular prism was tapered at the bottom to create the geometric pieces along the wall

  • points where created along the wall and then the smaller vertical rectangle was randomized to the point with random heights and width for each

Volacno

Volcano Progressions

volcanonobgwip.PNG

Created in Houndini 

Challenge that was Solved

Getting the bottom of the volcano to merge with the ground

Early Attempt

  • added a height map to create ridges of the ground 

  • Made the volcano one with the ground to create a smooth transition

  • It was way to realistic

volcano_03.PNG
volcanonode.PNG

Final Result 

  • I simplified the volcano by taking a triangle and giving it 4 sides

  • Took a cylinder to cut out the top for the lava to go into the hole

  • Made the volcano one with the ground to create a smooth transition

  • reduced the height way down on the ground to create only subtle  variations

Columns

Columns Progressions

tallcolumnmountin.png
Screenshot (5).png

Created in Houndini 

Challenge that was Solved

Creating the ledges

The First try

  • Originally I decided to try and create it in zbrush

  • I started with a cube

  • This process made it hard to create fast variations 

  • After working on it i decided to switch over to Houdini

rock_02_wip.PNG
piller1 node.PNG
  • Started with a rectangular prism 

  • Tapered the bottom

  • Added a bend to make it asymmetrical 

  • Ended up to realistic with to many ridges

rock_1_02.PNG
piller2 and 3node.PNG
  • Reduced the ridges 

  • Made the ridges bigger

  • Tried to go for a more stylistic feel

rock1.PNG
rcok2.PNG
rock3.PNG
  • Added ledges

  • At first asked to have many variations

  • After I was asked to make 3 specific looks

  • I combined, rotated, scaled and edited the bend to create the 3 specific variations

  • Randomized the ledges location on the models

Layout

Layout Progressions

overview qsuarter.PNG

Layout Created in Houdini then altered in Maya after adding assets

top overview.PNG
nodeoverview1.PNG

​Early Pass for Layout

  • First rocks where randomized across a map of where it can and can not be placed

  • To many rocks and not specific enough placement

finallayout.PNG
inview.PNG

Final Pass for Layout

  • First I was asked to randomize the location

  • After many attempts It was then asked to be the layout artist for this scene

  • I bought the scene in to Maya to hand place the columns based on the camera

Camra

Camera Pass

Model UVs done in Maya

Camera Created in Maya

My New Channel

My New Channel

Watch Now
  • Motion Path first used but did not turn out with the desired look

  • Changed approach to hand animating the camera

  • Many camera variations done before final

  • Transferred to Houdini

Textures

Textures/Renders

Scene compiled in Houdini to prepare to apply effects

Texture created by me in Substance Designer then applied in Substance Painter

finalcolorcoadelayoutfromcamera.PNG

Preparing for textures

  • This scene was originally created to be all procedural textures but because of COVID-19 we did not have access to Houdini 

  • In Maya I color coded the columns to prepare them for substance designer

  • The columns closest to the camera are on their own maps while the ones further away share a map in 3s

Triplainer Projection

column.jpg
testrock_triplanerprojection.PNG

UV Projection

testrock_uvprojection.PNG

Rock Column Texture

  • I created in in Substance Designer 

  • To do this I researched different rock and stone textures

  • I applied it in Substance Painter

  • I decided to go with Tri Plainer projection to help hide the seams

column.PNG

Challenge that was Solved

Transferring textures to this Houdini file

TESTCOLOR.PNG
www.png
ooo.png
volcano.PNG
volcano_test_render.png
unit52.PNG
tree_test_render.png

Problem Solving

  • problem - during the transferring process the procedural texture for the wall did not apply the same because of the scaling difference

  • Solutions - I learned if you do not apply it though a material node but though the obj level the scaling works correctly

  • Problem - The volcano to get the right look most of it is under the water so the top is wide enough for the effect

  • the texture was way to big in compared to the part showing and looked like a bunch of big U wrinkles

  • Solution - to fix this I played with the scaling and rotation of the different texture layers 

  • the colors where then altered with color correct nodes to get a cohesive colored scene

2_5.PNG
4_5.PNG

Houdini Transfer Process Examples

  • Imported most of the scene as one obj and then split it with a delete node to assign individual textures

Renders
image3.png
image7.png
image5.png
  • All textures applied 

  • Character needs subsurface

  • Models need to be subdivided

Textures Finalized Renders

rockcolumn_finaltexture.png
  • Added subsurface to the skin 

  • Subdivided the character two times 

  • Subdivided the environment models

rockcolumn_finaltexturewithfog.png
  • Fog added by Emma Srutowski

Screenshot 2023-09-19 175315.jpg

Final

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