A Touch of Darkness
I am an absolute fan of anything that will give an audience the chills. My journey as a CG Artist started off with being somewhat familiar with the CG pipeline to completely understanding the exact steps needed to be taken in order to complete a piece in the most professional way possible.
Inspired by Renaissance art and a touch of darkness, I made this project for one of my finals while studying at Gnomon.
I have always wanted to attempt doing a still life piece in CG, and so, when I was given the opportunity, I decided to go all in. This was also my very first time attempting to do anything in a realistic style, therefore, I had the time of my life bringing this challenging piece to life! I loved creating this dark environment which I later textured, added lighting to, and composited for the final touches.
Being a fan of anything eerie, I wanted to make my audience feel as though this environment had been abandoned, full of memories...forgotten.
- Autodesk Maya, Substance Painter, Nuke, VRay
Even before rendering out my final image in Maya, I knew I wanted to give my project that extra kick to it and take my work to the next level.
Knowing absolutely nothing about Nuke in the very beginning, I asked for help from one of the professors at Gnomon. With his brilliant assistance, we ended up adding ambient dust, extra lighting as well as smoke.
Looking back at it, I am so happy with my decision to have my project finalized in Nuke because without it, the overall piece would not have looked as gloomy, dark and mysterious.
-Nuke Tree Breakdown-
Working with Nuke for the first time was an enjoyable experience. I absolutely loved taking my final render and incorporating ambient dust, extra lighting as well as smoke in order to achieve the Forgotten look.
-Final Image Breakdown-
The topology for the entirety of the scene was extremely important for me to keep clean. I wanted my UVs to be as straight as possible and well-organized in order for it to later be easy to work with in Substance Painter where I textured everything.
To make sure that I modeled the most realistic and believable-looking CG assets, my first step of the process was to make a PureRef with all my references neatly organized for everything that I wished to create.
My passion and love for CG started off when I first made my very first environment in Maya...And boy, was it a journey!
Since this was my first real attempt at creating anything with a full pipeline, I had many challenges throughout the process. Even though I was struggling, I was eager to learn as much as I possibly could as I was determined to finish this piece and be proud of myself for doing it.
Although the concept was fully stylized, I decided to texture it with a touch of realism. Using warm lighting and neutral-colored textures, I wanted to give it the ultimate cozy look. The concept took me to believe that it was a place where a child would keep all of their collectibles and things that were close to the heart.
While working on this piece, I wanted to make it about my childhood and of all the things that reminded me of happier times. And so, I decided to place a bunch of Easter eggs throughout the scene such as pictures of my family, The Lord of the Rings spelled out with the blocks, and more!
Concept by Lee Barinme
- Autodesk Maya, Substance Painter, Photoshop, Arnold Renderer
-Final Image Breakdown-
After modeling out this piece, it was time to UV and texture. This is when I realized that I only thought I was done with modeling. After struggling with the UVs, it slowly started to click. I began to understand how modeling with clean topology is important! Not only will it be wildly beneficial for me in the present, but also in the future if I decide to go through all the steps of the pipeline with any project.
Thank you so much for checking out my projects! I am beyond excited and grateful to continue my journey at Gnomon where I am constantly reminded about just how much I adore CG Art and the many wonders that can be created with it.
This is only the beginning...