Kittiya

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Creative Work Manuscript


Gangsters

Background or Significant of the Project

Kittiya Chakornsirisakul

As I’m a 3D Animator I work a lot on Autodesk Maya program, at some point I would like to learn and expand my knowledge about 3D more than just the usual program. There are lots of 3D artists and designers that inspired me to learn Cinema 4D program. So I’ve started practicing on the program, mostly on dynamics function. It was quite challenging for me to learn the program by self-study because Cinema 4D is mostly working on the values and numbers.

Project Objective To experiment on Cinema 4D program and achieve the result following my design.

Department of Computer Generated Imagery Albert Laurence School of Communication Arts, Assumption University

Concept This project was my experiment with the program so I decided to create the concept based on mood and tone that I like, “Cyber Punk”. The vivid lighting has been created on the scenes The characters I decided to keep them less detail, by using basic shapes and forms because I wanted to concentrate on the techniques in the program, moreover less detail on the models helped me a lot with the workflow.

Process of Design or Art Works 1. Program practices – I practiced from online tutorials to get used to the tools and menus on the Cinema 4D program, I learned how to export/ import files from others programs to Cinema 4D. So that I can work on mutiple programs at once. 2. Pre-production – I used Autodesk Maya to created the 3D character models. I tried to keep them low polygon so the files are not too large.

3. Production - Before importing the 3D

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models to Cinema 4D, I had to convert maya files (.ma/.mb) to DAE_FBX export (.dae). Next, I imported the 3D models into Cinema 4D, created a group for the 3D models and put the group under Subdivison Surface then created the Cage which I applied Simulation Tags as Soft Body. After that I put mesh under the group and initialized the cage on it. For the background I applied Simulation Tags as Collider Body. During this progress I was experimenting with the values and numbers on Soft Body. I set up about 9 lighting (spotlight, omni) mixed between red, blue and green color. 4. Post-production – I rendered the images from the keyframe that I chosen. The format on the render setting was set as .tiff and then import the images into Adobe Photoshop for retouching.

Material and Techniques of Design or Art Works 1. Autodesk Maya – I used this program to prepare the asset files before transfer them into Cinema 4D. I created the 3D models and exported them into DAE_FBX export format without any texture just the default shading on them (lambert). 2. Cinema 4D – The techniques I applied was Simulation Tags, Soft Body and Collider Body. For the lightinting I created the spotligh mixed with omni then changed the colors following my concept and move the camera around the get the nice composition. 3. Photoshop – This program I used for retouching the images to get the better result after rendered out from Cinema 4D program.

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Picture of Designed Works

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Knowledge After Finished Produce Art or Design Works Firstly, I learnt how to manage my time from the beginning to the end. The key ingredients are a good planning, references, and researches. Secondly, Internet is the good source of knowledge and information. I’ve learned a lot from the tutorials and how to applied them on my project. Thirdly, to work with various programs you must understand the format and how to import/ export to others. Some programs the formats are quite limited or sometimes when you import file into other programs it reduces or changes the quality of the file. Fourthly, there are a lot of plugins for Cinema 4D program you can buy online to get a nice lighting and rendering, without any plugin I had to test out many materials and lighting. The hardest part for me was the materials. I reduced/ increased the number then rendered to see the result so at this progress I spent lots of time with. The picture below is how I set the material to get the matte plastic texture.

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