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IRON HARVEST
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IRON HARVEST

by jihyun on 6 May 2024 for Rookie Awards 2024

Hello. I'm Jihyun Lee, who created this VFX composite portfolio in the form of trailer and it's called 'IRON HARVEST'.

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In my case, I got a "3D modeling" that looked good through "Google."

I got a modeling that doesn't break the existing concept of the game called "Iron Harvest" and re-rendered and used it with 3D modeling that felt like I wanted using "Maya" or "Substance" as needed.


- Texture Description

First, I had to understand the world view of the game called Iron Harvest in order to get into the 'Texture' work.

Roughly speaking, Iron Harvest, translates to Iron Harvest, and Europe right after the end of World War I is the main background.

It's a game from "Virtual History Fantasy World".

Based on this 'world view', it's a steam-punk and diesel-punk game.

So that the texture of the 3D robot does not harm the atmosphere of the game's "steam-punk" and "diesel-punk."

I worked on the original to match it as much as possible.


- Lighting LookDepp Description

Since we used some of the actual movies as sources, we worked to ensure that the virtual 3D modeling matches the color and lighting of the original as much as possible.

In addition, considering 'realization', we used 'Substance Painter' in the existing modeling to develop and use it in the existing modeling.

In addition, in 'Maya', color correction including lighting was performed according to the original as much as possible, and the passes needed for later work were rendered, and detailed color correction and lighting were performed by taking them to 'Nook'.


- Description of the later work

With my portfolio, I aimed to "realize" a game called "Iron Harvest."

There are skills that I have to show to fit into the portfolio of comp parts, and of course, I had to have the content in the portfolio, so I had a lot of difficulty finding the source.

I made the most effort to raise the 'starting point' so that I could say that I've almost finished watching movies that include war and soldiers, and I made the most effort to get as close to the live-action for the work as possible.

Not only in the original or reference, but also in terms of technology, I worked with as much detail as possible to get closer to the actualization.

For example, whenever I walk, soil splashes in all directions. The size of the modeling was high, so it gave the top an atmosphere that matched the original.

I think the tasks that require these details, apart from the time aspect, improve the quality of the portfolio.

Because of the content of my portfolio, which required a lot of scenes, every time I looked at all the videos, I added the skills that I could work on.

I think it's gradually become a habit to look at the source while imagining how I can take the original and use it in my portfolio.

Certainly, it seems that it took longer than the traditional show reel format.

But it was fun to work while imagining the results


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