CG Asset  (3D Modeling, Texturing, and Look Development) - Maria Cifuentes

CG Asset (3D Modeling, Texturing, and Look Development) - Maria Cifuentes

Maria Cifuentes
by mariacifuentes on 29 May 2021 for Rookie Awards 2021

The following two works are the culmination of my interest and passion of asset creation. Included are descriptions of each project and a brief introduction about my journey.

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With an academic background in architecture, I found a passion on material properties and the effect of lighting. As I made the decision to merge this new found interest of 3D with the life-long attachment to film and TV, I decided to follow the career path of VFX and Animation. 

After a few years of CG educational experience, I narrowed down my interest to asset creation, specifically modeling, texturing, and look development. Following are two of my favorite assets I have worked on, which represent my continuous development of an artistic eye and technical skill. 

SINGER - Vintage Sewing Machine

This is a CG asset created from real life reference. Completed for the Advanced term of Think Tank Training Centre Online.

I was responsible for all aspects.

Software used: Maya, Mari, Photoshop, Substance Painter, After Effects, Nuke, V-Ray.

Special thanks for the help and feedback from my instructor Raffael Frank and my TTO classmates for all the feedback and encouragement while I was completing this project.

In order to recreate a real-life object, I saved up some money and bought an used Singer Sewing Machine. These are just 4 of the near-hundred reference images I took. 

Texture map breakdown

Turn table still images


SENTINEL - Texture & Look Development

I wanted to share this piece I worked on a couple of months ago. Sentinel was my final outcome of Think Tank's advanced texturing class. Following the guided videos by Paul Paulino, I did the UVs, texturing, and look development for this piece. 

Software Used: Mari, V-Ray, Substance Painter, Photohop, Nuke.

Model by: David Letondor, provided by Think Tank Training Centre.

Since this asset was not in reference to anything existing in real life, I researched for three types of references: 

- Color blocking inspiration (as well as the overall feel of the object)

- Real life materials

- CG inspiration 

From these 3 options the most important one was the real life material references. 

Turn table geometry and textures sourced from CAVE Academy 

Texture map breakdown

In order to have a well-planned out and developed plan for the look development stage, I created wear masks and material isolation masks. 

Wear masks

Material isolation masks

Thank you for reading

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