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MOODBOARD
Cartoons have always been one of my favourite things to watch; I adore 2D graphics with no physics in this scene, simple music, and a wonderful plot. Even though I was not a child of the 1990s, cartoons from that era were a part of my youth. Courage the Cowardly Dog is one of the best cartoons I have watched. That is the core of my idea; building a 3D scene from a 2D show would be a fantastic experience.
About the Cartoon and Central Idea
This programme was about a house in the middle of nowhere where terrifying things used to happen to the family that lived within the sandy field where the house used to be and the highway goes by in the early 1990s. Because the family used to live far from the city, their lifestyle was more relaxed; they preferred to stay at home and watch television or read the newspaper. The sofa in the animation has been used several times since the character, Eustace Bagge in the show adores it and must sit on it at all times. My plan for this project is to recreate the iconic sofa from the show.
Floor Planing
- Sofa Chair
- Rocking Chair
- T.V
- Side Lamp
- Windows
- Side Table
camera coverage area in the scene
The first stage is to design the floor plan, which is just a simple drawing of the narrative that covers all of the assets you will utilise and how your camera will cover them. In my floor plan, I attempted to show the main idea of the setting on a 2D plane using basic drawing abilities. On the second image, the red line shows how much the camera will cover and how I will highlight my model with the story.
Storyboard
Making a story board is a great method for an artist to recall how he/she wants to work once he/she has finished generating the assets and the set for the scene, but more importantly, It is the most effective technique to demonstrate your idea to others. Thus, I attempted to be as professional as possible by developing this messy story board to demonstrate my idea before beginning work on my models and the scene. As my main goal is to have a thrill and suspense in the shot, I decided to use a first person view that will take the viewer to the scene.
Refrence for 3D Model
Moving on to the 3D model, the attempt would be to recreate and introduce the cartoon to the 3D world from simple 2D animation, with the main goal of making it realistic and creating a feeling for the audience that takes them back to their youth but as if they are already in the scenario. No wonder every kid who grew up watching 2D cartoons has a dream of what if this was real, and since it is now possible, why not make some dreams come true. Bearing in mind the time and circumstances in which the family was living, the sofa should be in a state showing that it has been used frequently or extensively, with faded fabric on the handles as a consequence of repeated contact, giving it an old appearance.
The key issue is to add realism to the model; to understand the form of the model, I utilised several reference images of the sofa from the late 1990s.
Assest
Progress on Model
Making a 3D model with the help of poly modelling tools is the initial step in beginning a 3D modelling project. The modelling needs to be accurate and perfect so that it doesn't cause trouble in the subsequent processes.
Applying UVs
To understand how the fabric works, the patterns that are generated when you watch a couch being constructed, I used the internet to research how a sofa is first made and fabric is placed onto which generates flawless lines running sideways. It was fascinating to learn how tight fabrix should be before putting it to use. I had to give the UVs according to the lines parteens I wanted for the model. So that when I take it to the substances painter, it doesn't break or go in the opposite direction.
The second most critical item is applying textures after completing the modelling procedure. Giving a 3D model the ideal shape, size, and quality textures is just as vital for making it appear realistic. The viewer will be convinced by the textures to believe that the scene is real.
Doing UVs of the 3D object can be pretty complicated when it has different properties or distinct impacts as they should be in their ideal place.For this particular model, it was crucial to have the stretch applied in the proper location so that the UVs are completed in order to maintain alignment.
Preset Textures
I struggled to locate a texture for the model since I needed a fabric that would actually seem like a fabric rather than just a picture on the model. As a test, I used the texture that I discovered on the website polyheaven. It was quite good.
It did seem decent after applying texture, but it was not what I had expected because it was looking like a cartoon with no characteristics. There wasn't enough to make it seem more real and old.
Substance Painter
It was rather simple to import them into Significant Painter after applying a Lambert shader to each individual section of the sofa. I did it on my own since I knew that the user's touch or dirt on different portions of the sofa would affect them differently and never in the same way.
test RENDERS
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