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Competition - CubeBrush | Worlds Challenge

Task 1

Context

Scenario

3D environment artists create 3D environments for architectural walk-throughs, TV programmes, films, websites and games. The scenery created by these artists includes, for instance, buildings, vegetation and furniture, produced by computers running 3D application software. 3D environment artists are responsible for applying textures to objects and environment items such as the surfaces of walls and floors of buildings. This is a highly-skilled area of work which requires considerable knowledge and understanding of lighting, perspective, materials, colour theory and visual effects.

Competition - CubeBrush | Worlds Challenge

You will be tasked with designing/creating an environment merging the old with the new, choosing either Fantasy or Sci-fi as your dominant genre.

RULES

▶ Pick either Fantasy OR Sci-Fi as your dominant genre

▶ The size and scale of your environment is up to you but should clearly incorporate new and old structures/props, in whatever ratio you prefer (up to 90/10 - example: 90% old structures, 10% new structures)

Your environment can be mobile (large ship, floating island, etc) as long as it respects the above.

Early Screenshots

Below is a few images displaying my journey towards creating the rocket ship for my extraterrestrial Stonehenge project. By scrolling down, you are able to see the process of development, slowly adding detail in order to create a final product.

The rocket ship

Simple base model to work from -

Adding simple details to interpret the shape

Layering more detail to create complexity

Using the symmetry tool alongside increasing the complexity of the model. In this I added more detail to the centre area and added the rocket engine. If you look closely, you'll be able to see the extra detail added -

the final product. It took a lot of thought to get to this part, originally there were two smaller engines, accompanied by two stabilizer engines. Instead of this, I decided to settle for one larger scaled engine to power such a big load -

Adding environmental detail -

Stonehenge

Using various blueprints, I was able to create a model of Stonehenge, which was accurate to life, in terms of rock placement.

This model in particular undertook a lot of fine detailing. To describe the process of how I came to create the final project, I first started with the blueprint, using the plane tool to create the base for the rocks. Following this, I extruded the objects in order to make pillars and also the connectors in-between. After the initial modelling process was complete, the object was imported into the application "Mudbox". I used this to create the finer details; making cracks, creating erosion, basically making the basic object into a rock.

 

Stand-alone Renders

Stonehenge

With some lighting and some basic texturing, I created what you see below. I used a skylight and a basic free light. By changing a few simple parameters, I made the lighting seem more believable.


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