The Art of Tien Tam: February 2013

2/24/13

A Scene

props make up scenes and sometimes I get to build a whole scene. Working with a lot of other 3d artist at work, a library of assets starts to accumulate, it makes scene building a lot easier. I had to build a bedroom scene.  I saw an office scene in the library of assets that i liked (an office), and started from there.



Deleted all the props inside the office, kept the blinds and the character.  I modified the room to be have more space.  Pose the character and boxed in the bed.


Created some primitive furniture and textured the bed. Added some props to the nightstand to fill in the scene.


Grabbed some blankets and pillows from the asset library. Re-textured the blankets and cloth-simed it. At this point I realize that even though the character is in an ok sleeping pose, here’s wearing normal clothing. I re-textured the character to make him wear PJs. I also added a little more to fill out the room. Picture frame, rug, and hardwood floors, are making it look a little better....right?

Making adjustments for finishing shots.  I adjusted the lighting for 2 difference day times.  I pose the character, for getting into bed and getting up in the morning.  also made sure the blankets look believable for both scene.


Till I have a better scene to show!

2/23/13

A prop

I love creating props! In any scene, movie or video game, the props slowly build up what becomes the scene.  Every little piece adds that much more to the environment.  World building is all about prop placement and lighting.  I think that’s why I love game environments. You have to use a set amount of static props in very limited ways to build scene that is immersive to the players.  When it’s done right the player really believes that their in that world. But it all has to start with basic prop building.

Not that this prop is amazing or super immersive or anything.  But I enjoy creating props, so any chance I get to create a prop for a project, i’m all about it!  This project called for wood chips, so I started to create some wood chips.  Wood chips are a mix of organic and so much mechanical.  The wood material itself is organic but the way it is cut up is mechanical. So i started with a cube, modified it a little to look like some chips. Apply 2 texture variants, and it’s start to look...OK.


Wood chips have to be varied and random and their usually in piles. Bam, varied piles. 


Looking over the project, it not only called for wood chip samples but large amounts of wood chips. Instead of a few small varied piles, a big pile would be needed.
 


 



Till I have a better prop to show!







2/17/13

Jack of all trades

so sometimes the work is more than just 3d. 50% of the time I spend in After Effects editing the 3d to match the audio and also making whatever graphics is needed for the project.  Sometimes that means more Photoshop work or After Effect work than just 3d, but all fun, keep this interesting.

Blood cells and explosions are cool, right?...

More Randoms

this was more Cell Phone Safety at the work place. Because we have so many different assets and scenes at work built for whatever we need, sometimes we don't need to model and texture a scene from scratch. We use the assets that we've built up in our library and put together a scene for whatever purpose you need it for. For this I just modeled the cell phone (modified pcube?) and put it and a rig in the proper scene, pose, and render.

those were the main 2 scenes. Here's a couple of other ones.

Besides those scenes, I did model a locker room scene but it was pretty easy. Alot of duping nothing too fancy.




Random Art Dump

wow, I need to update this much more often. So here's a random art dump of some of the 3d models I've created for my job over the past 2 years. as is common with this job they are all of a mechanical nature.