top of page
1. Cafe
cafe.png

This cafe interior was modeled entirely in Maya. A combination of procedural shaders and textures were used, the textures being created with Substance Painter. Rendered with V-ray. No post-process or color grading was applied. (4 weeks)

Screenshot 2024-03-14 232702.png
2. Terrain
ElshaHongYahMei_PhotographPeakpx_Houdini1 (1).png

This model of the Talalp Lake was modeled and shaded entirely procedurally in Houdini, except for the 4 trees and grass models. The full project took 4 weeks to complete. Rendered with Redshift. 

Screenshot 2024-03-15 000018.png

Curves were used to define where the river would flow into the lake, creating a mask for the heightfield. Various noises and other heightfield nodes were used to generate the terrain. Trees , grass and rocks were then scattered on. The final terrain was then remeshed, with its mesh density diminishing with its distance from the camera.

Screenshot 2024-03-15 000801.png

Daffodils were also created and shaded procedurally, allowing for different colorations, randomness, height, droop and leaf densities to be changed per variant.

Screenshot 2024-03-15 001640.png

Finally, a controlled noised mask was used to apply different ocean spectrums to the lake, giving the impression of a gentle breeze blowing through and affecting the water.

Houdini1Finals_001.png

The water shader left some to be desired so in Nuke, a color lookup was applied to the reflection and refraction passes to produce a more photo-realistic lake. A final color grading was then applied in Nuke

ElshaHongYahMei_PhotographPeakpx_Houdini1 (1).png
3. Matcha Bakery
IntroToMaya_Finals_ElshaHong_v008.png

This piece was a recreation of an illustration by N*Kim. I love their art and was determined to have my first stylized work created after them!

This was modeled in Maya, and toon shaded in Arnold. It was much fun playing with the toon shader. Noises were placed over the outlines to have varying thickness. A post noise was also applied to the reflection on the floor after the shader output, to have a painterly effect. Finally, a reflection pass of the white lights on the floor was made with a very high normal map noise to create a glimmering reflection effect.

4. Texturing and Lighting
v005.png

We were given all assets in this environment. The plane was textured in Substance Painter, with heavy use of hand painting to get drip and dirt textures working. All other assets were shaded with layers of tileable textures, noises, and other shader functions such as edge detect. Rendered in v-ray.

TS1_02Car_HW04_EHong_front_006.png

The fun process of texturing this car was that it was created entirely in photoshop (no 3d tools). 

madlabComped_005.png

This piece was from a weekly lighting assignment. Had a surprisingly great time re-arranging the given assets to create this!

Screenshot 2024-03-15 021349.png

The screenshot above was the initial layout we were given

bottom of page