Posts
- <div class="lexxy-content lightbox-container"> <div class="lightbox-container"> <p>Wanted to create a biotech that resembled bees and how they pollinate</p> <div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBNkg2QVE9PSIsImV4cCI6bnVsbCwicHVyIjoiYmxvYl9pZCJ9fQ==--337be989739119a79f7493e02b1741b241afbc9c/Bee.jpeg"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBNkg2QVE9PSIsImV4cCI6bnVsbCwicHVyIjoiYmxvYl9pZCJ9fQ==--337be989739119a79f7493e02b1741b241afbc9c/Bee.jpeg"></a></div></div> </div> <p> </p> </div>
Trees
<div class="lexxy-content lightbox-container"> <p>In the same way that i did with the rocks, my ideia was to create a tree that could be multiply and used in diferent angles without the viewer feeling that they where just copies.</p> <p> </p> <p>I model the tree in Blender using points and some modifiers for the skin. This way of modeling allowed me to create something faster, easier to understand and that cloud be quickly changed if it wasn't turning out the way you wanted. I made the tree branches pointy and with sharp lines so that i could use it as something that points to where the eyes should go in the final shot.</p> <p> </p> <div class="lightbox-container"><div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBMGY1QVE9PSIsImV4cCI6bnVsbCwicHVyIjoiYmxvYl9pZCJ9fQ==--71398c68bf0e6a072c08a0d274fe6d5525c958d6/WIP5_02.jpg"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBMGY1QVE9PSIsImV4cCI6bnVsbCwicHVyIjoiYmxvYl9pZCJ9fQ==--71398c68bf0e6a072c08a0d274fe6d5525c958d6/WIP5_02.jpg"></a></div></div></div> <p> </p> <p>After the base model was finished, i started sculpting, something that i really like spending time on. For me, this part its when we give "life" to the objects and tell stories just by the looks. Like a did with the rock, here i also tried to washed out the round look of the tree made in Blender, flattening the sides and giving the tree more details, so that we think its a tree in a fantastic stylized world and not just a ugly tree made in a 3D software.</p> <p> </p> <p>To achieve a unique look in any angle, when i was modeling and sculpting i had the same type of work process: build the tree while sticking to some camera angles. This assured me that they were different enough at different angles. To make sure the object didn't get too messy and confusing, I regularly checked if the composition of the tree as a whole made sense and that there was no side that stood out more than the others.</p> <p> </p> <p>For the leafs i was aiming for a fluffy round look with a nice silhouette, to accomplish that i modeled directly in ZBrush using a sphere.</p> <p> </p> <p>I went through this process so that i had more room to move and rotate the trees around the landscape without having to stick to one single tree angle. This allowed me to do different arrangements and test in the final composition.</p> <p> </p> <div class="lightbox-container"><div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBMC81QVE9PSIsImV4cCI6bnVsbCwicHVyIjoiYmxvYl9pZCJ9fQ==--7a911a45f56bb69622f1f0cb75621500647f7cec/WIP5_04.jpg"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBMC81QVE9PSIsImV4cCI6bnVsbCwicHVyIjoiYmxvYl9pZCJ9fQ==--7a911a45f56bb69622f1f0cb75621500647f7cec/WIP5_04.jpg"></a></div></div></div> <p> </p> <div class="lightbox-container"> <p>Diferent Angles of the same Tree:</p> <div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBMEQ1QVE9PSIsImV4cCI6bnVsbCwicHVyIjoiYmxvYl9pZCJ9fQ==--80b1dd7a56a10a66c175e4421a9694c64f6c0eef/WIP5_01.jpg"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBMEQ1QVE9PSIsImV4cCI6bnVsbCwicHVyIjoiYmxvYl9pZCJ9fQ==--80b1dd7a56a10a66c175e4421a9694c64f6c0eef/WIP5_01.jpg"></a></div></div> </div> <p> </p> <div class="lightbox-container"> <p>After the sculpting i imported a low poly version of the Tree to Blender and did the UVs. Afterwards i did the texture maps baking in Substance Painter to get the normal map and the ambient occlusion.</p> <br><p> </p> <div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBMDc1QVE9PSIsImV4cCI6bnVsbCwicHVyIjoiYmxvYl9pZCJ9fQ==--7ed9ff830aebef8a94aab2e05981e2ea4eb81160/WIP5_03.jpg"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBMDc1QVE9PSIsImV4cCI6bnVsbCwicHVyIjoiYmxvYl9pZCJ9fQ==--7ed9ff830aebef8a94aab2e05981e2ea4eb81160/WIP5_03.jpg"></a></div></div> <br><p> </p> </div> <p> </p> </div>Newtok On The Road Again - Final production
After finding a solution to inflate the models, 2 months of production were enough to deliver the movie. I extracted accurate lidar data from OpenTopography and modeled mountains with Gaea. I used Dash by Polygonflow to accelerate the scattering process of Megascans.
Newtok On The Road Again - Animating inflatable architecture
I designed inflated and foldable models with Blender. The main challenge was to make them manageable within UE. First, I created two different shape keys in Blender; "fold" and "inflate." Then, I created a blueprint in UE5 to animate them in Sequencer.
Newtok On The Road Again - Storyboarding
Storyboarding was a crucial part of the process. I planned every scene of the movie using a graphic tablet. Then I set every camera in Unreal Engine 5 as soon as possible to save time for the production step. After conceiving the storyboard, I spent 2 months learning Blender from scratch and searching for a way to animate the inflatable models in UE.
Step 3 - Colour sketch
After making a 3d model I additionally played a bit with light and, after choosing the composition, I made a rough colour sketch for the work.
Also here came an idea to make two artists in the illustration representing traditional artists and digital artists. As the theme of the challenge is ‘dreams with no limitations’ I wanted to imagine a place where any artist can freely draw and make their dreams real.
Step 1 - Sketches
After reading the theme of the challenge there were no questions for me about what I'm going to create. Japanese culture and its masterpieces of wooden architecture always inspired me and when I once travelled to the country I felt as if it is the cosiest and the most magical place in the world.
So I started with sketching different ideas at first. I wanted to make not only a dream place, but also to add some idea of a dream process of creating art. A place where an artist's creation becomes alive. In the end I stopped on the idea of a terrace and a creation of a unicorn (at first it was a dragon, but the unicorn suits better to the THU ^_^ challenge) - a place where you are kinda in the house, but at the same time nearly outside.
Adjusting the Framing
Noticing that the original framing did not adequately convey the sense of freedom and integration with the environment, I decided to make adjustments to give the character more space and to better utilize the surroundings. The new framing is designed to enhance the character's presence within the scene, allowing for a more expansive view of the environment. This adjustment aims to highlight the interplay between the character and their surroundings, creating a more balanced composition that accentuates the tranquility and openness of the sanctuary
Rocks
<div class="lexxy-content lightbox-container"> <p>For the rocks i wanted to make a single object that could be used in any direction, that when rotated and scaled would look unique and different in the final shot, even tho they are the same rock.</p> <p> </p> <p>To get that result i I model 4 different types of rocks to see which one was the best before moving to sculpting so that i didn't waste time in something that i wasn't going to use.</p> <p> </p> <div class="lightbox-container"><div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBOWo0QVE9PSIsImV4cCI6bnVsbCwicHVyIjoiYmxvYl9pZCJ9fQ==--00025a35717dd4fe182dca89129706a96c1e5fe6/WIP4_02_01.jpg"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBOWo0QVE9PSIsImV4cCI6bnVsbCwicHVyIjoiYmxvYl9pZCJ9fQ==--00025a35717dd4fe182dca89129706a96c1e5fe6/WIP4_02_01.jpg"></a></div></div></div> <p> </p> <p>I decided to go with the fourth rock because to me it had more interesting sharp lines, it wasn't as round as the others and overall it was more unique.</p> <p> </p> <p>In ZBrush i imported the rock and divide the object a couple of times fo get more geometry to work on. I gave the object the details that i thought were needed to achive a stylized look whithout losing its blocky look.</p> <p> </p> <div class="lightbox-container"><div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBL240QVE9PSIsImV4cCI6bnVsbCwicHVyIjoiYmxvYl9pZCJ9fQ==--fa423fde38e5dca2d8a0d4a70788e2ac4fe4cade/WIP4_03.jpg"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBL240QVE9PSIsImV4cCI6bnVsbCwicHVyIjoiYmxvYl9pZCJ9fQ==--fa423fde38e5dca2d8a0d4a70788e2ac4fe4cade/WIP4_03.jpg"></a></div></div></div> <p> </p> <p>After all this process i did the UVs in a low poly version of the rock and did the bakes in Substance Painter to get the normal map and the ambient occlusion.</p> <p> </p> <div class="lightbox-container"><div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBeEg1QVE9PSIsImV4cCI6bnVsbCwicHVyIjoiYmxvYl9pZCJ9fQ==--aa057877aab2d6ab5f98f84b9a54e84469000811/WIP4_04.jpg"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBeEg1QVE9PSIsImV4cCI6bnVsbCwicHVyIjoiYmxvYl9pZCJ9fQ==--aa057877aab2d6ab5f98f84b9a54e84469000811/WIP4_04.jpg"></a></div></div></div> <p> </p> </div>Detailing and Refinement
In the detailing and refinement stage, the artwork gains depth and intricacy. The character's features are further defined, emphasizing their calm and serene expression. The surrounding environment is enriched with additional elements like flora and fauna, each carefully crafted to enhance the sense of life and vibrancy
Decaying Paradise
With this project my intention was to represent a chaotic world deeply exploited by industries and intensive agriculture in which, however, it is possible to still find a bit of peace in a small abandoned strip of land touched by the last rays of the setting sun. To create the preliminary sketches and the final shot I used photobash and painting on photoshop.
Personal Oasis- Breeze| Phase 3- Scan and conceptual design
Once satisfied with the sketch’s energy, I scanned it into ZBrush.
I quickly painted over a concept sketch, incorporating soft and gentle ethereal elements of the ocean to emphasize the desired energy. Later, I added fish to illustrate how they follow the harmonious rhythm.
Personal Oasis- Breeze| Phase 2- Energy infuse
As I shaped the clay, I felt a healing within, akin to the gentle touch of the wind, an intoxicating and soft energy.
To further develop this, I found music by Judson Hurd—"Dream," featuring piano and violin—which exudes the same energy I want to infuse into my art.
Personal Oasis- Breeze| Phase 1- clay manifestation
Due to all the crises we are going through, I went on a soul-searching camping trip with indigenous elders and others seeking peace and wisdom within, as a birthday gift in June 2024.
On the mountain, I was touched by the wind—warm, gentle, and lovely. This inspiration stayed with me when I returned home, prompting me to see how it would manifest in clay.




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