1. Cafe
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)
2. Terrain
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.
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.
Daffodils were also created and shaded procedurally, allowing for different colorations, randomness, height, droop and leaf densities to be changed per variant.
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.
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
3. Matcha Bakery
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
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.
The fun process of texturing this car was that it was created entirely in photoshop (no 3d tools).
This piece was from a weekly lighting assignment. Had a surprisingly great time re-arranging the given assets to create this!
The screenshot above was the initial layout we were given