I've decided to have the breakdown/inspiration as a separate
blog post, as I'm planning on talking a fair bit about what I've been up to and
some of the neat tools I've found to help me out. I'm not going to lie, it
might get nerdy.
I've been fortunate enough to have the opportunity to assist
in the refurbishment, or rather evolution, of 5 Below. This has been around 4
days of solid work on top of a couple days of laying out floor plans, designing,
texture compiling etc. It's the first bit of proper work I've done since my car
model, and the first interior I've done in awhile. Also it's nice to have a brief,
creative freedom (sometimes) is my worst enemy.
I'm not going to talk about how I created the 5 Below images
so much, honestly, there is not much too them. AO render, Depth Pass, IES
Lights, Portal Light, Bevel-Bevel-Bevel, Photoshop. Also I'm in no position to
tell people how to do stuff, I'm just a newbie. Anyway I'm pretty sure no-one
I will tell you that
before these images, I turned out some real shoddy pieces of work, that I was
actually thinking about turning in. Thankfully, I'm a tough critic, but I do
miss colleagues telling me honestly about my work quality, criticism is gold
and really does help with development. I'm not going to put up the crappy
renders, but I will stick up the raw render of the seating area.
I used Photoshop quite heavily in post. It was the best way
get a nice contrast and mood.
A great tool I found was nvidia's normal map creation filter
for PS. Really simple to use, just be sure you've UV unwrapped properly. Otherwise
the object can become blurry. Also its worth reading up on how normal maps
I'm going to break away into the whole
'inspiration-lardy-da' section now.
I've been watching a lot of Tested's YouTube videos, specifically
the ones that involve Adam Savage (TV's Mythbuster). It turns out that Savage
is quite that handy man, given his involvement with Lucas Arts, but one of the
best points I think he makes, is about the objects story. I've read a lot about
character in an image, and the conclusion is always that subtly is a 3D artists
Texture creation has never been one of my strong points, but
the video below is really helpful in knowing where to add those little
imperfections to make the texture perfect.
They have some absolutely stunning work and Making-of
walkthroughs on their site. This Making-of by Malaysia's Husni Nawi on his
piece 'By the Window' sums up nicely how character, storytelling and mood can
I've noticed that a lot of employers look for candidates
that have a 'good eye for detail'. I couldn't be sure how good my eye for
detail is or was, but something that I've found incredibly useful, and this may
be weird, is Typography. Knowing what makes a font good and what makes a font
bad, is incredibly insightful. It's easy to forget that typography is an art