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WEEK 1

Introduction to Photoshop

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stonehenge.jpg

IMAGE 1

StormySky.jpg

IMAGE 2

It was all about combining the images in this case so that image 1 was kept above and image 2 was placed underneath. All of the colour adjustments were made later to make it appear more natural and fit the hue of the surroundings. It was an enjoyable first exercise to get familiar to photoshop

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FINAL IMAGE

R (1).jfif

IMAGE 1

R (2).jfif

IMAGE 2

In the second exercise, the goal was to layer mask the animal's face while maintaining its originality so that it appeared realistic. Image 1 served as the main image for this while image 2 served as a mask. The mask line is covered, which gives the illusion of actuality to the audience. All of the colour correcting was done later, after the image had been composed, to fit the lighting.

new animal layer.jpg

FINAL IMAGE

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WEEK 2

Green Screen and Compositing

IMAGE 1

IMAGE 2

This is a simple green screen and Photoshop compositing exercise. The experiment was executed flawlessly because there is no sign of green screen in the first image, which was made by first making a path around the woman and then using layer masking to bring in the sky.

FINAL green screen.jpg

FINAL IMAGE

lady.jpg
background.jpg

ABANDONED BUILDING

sky.jpg

IMAGE 1

building.jpg

IMAGE 2

Quite a few hurdles were present in this experiment. The building in image 2 ought to resemble an abandoned building. Dark clouds in the background created a frightful impact for it. To add more intensity, I layer-masked the building, darkened the sky by adjusting the selections, and then painted burn scars on it with a brush to give it a faint burn effect. The red spots are created by adding a rust effect, and at the end, colour correction was done to make it appear darker because the original hue was too bright.

edited building.jpg

FINAL IMAGE

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WEEK 3

Introduction to MATA

3D MODELING

1. ROMAN BUILDING

Roman_Building.jpg
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Roman_building.png

This is my first project in Maya, and my assignment is to use simple poly modelling tools to create a roman building. I made an effort to make it look as realistic as I could by using various shapes. The challenge was to create bricks for the inner wall, so I took a cube that was flattened out to resemble a brick, flew it in, and then duplicated it to create more bricks. I assigned ceramic as the material and enhanced the roughness when the modelling was complete. Sky dome lighting has been employed in the scene and is combined with HDRI to create a 360-degree view.

FINAL RENDER IMAGES

Roman_Building r1.jpg
Roman_Building s3.jpg

2.  SPACE SHIP

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This exercise demonstrates the process of extrusion. The complete model for this class project is constructed from a single cube by repeatedly extruding it. It demonstrates how you can extrude poly faces to produce a variety of forms.

FINAL RENDER IMAGES

WEEK 4

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CUP AND VINE GLASS

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Cup 1.jpg
cup s5.jpg
ss .jpg
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KATTLE. SS2.jpg
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In this activity, we learned how to professionally weld a model's faces. The technique was used to create the glass handle. We also learn how to utilise cerves to model objects; using this technique, vine glass has been formed. Later, we made the kattle by applying all of our newly acquired skills.

FINAL RENDER IMAGES

cup.jpg
final glass.jpg
KATTLE.jpg

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WEEK 6

STOP WATCH

STOPWATCH SS.jpg
STOPWATCH SS2.jpg

In this week's modelling class, we will learn how to make a stop watch that appears realistic. For this, I modelled it using poly models and applied good lighting to make it appear more realistic. I utilised glass shade on top and gold shade on the body of the construction.

FINAL RENDER IMAGES

w6_Stopwatch_1.jpg
w6_Stopwatch_3.jpg
w6_Stopwatch_2.jpg

ASSIGNMENT 1

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1. FAKE NEWS

Last and final FAKE newspaper.jpg

The assignment's first task was to identify fake news. my fake news in on Elon Musk capturing on the planet Mars. He built his own city on Mars and provides transportation services through his corporation, SpaceX. To create the collage, I used skills like colour grading and masking.

IMAGES MADE VIA PHOTOSHOP

MARS FAKE NEWS.jpg

IMAGE 1

NEw_Final small fake news.jpg

IMAGE 2

ASSET USED IN IMAGE 1

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iStock-1214889162-2048x1152.jpg

I generated a path for and layer-masked the lights from image 2. I applied it to image one afterwards to give it a city aspect. Later, I applied noise and made some colour adjustments to get the newspaper appearance.

MAKING OF IMAGE 1

Fake News ss1.jpg
Fake News ss2.jpg
Fake News ss4.jpg
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Fake News ss6.jpg
Fake News ss8 added grains.jpg

ASSET USED IN IMAGE 2

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I mostly used the same techniques to create the second image. I added clouds after layer-masking the rocket and SPACEX headquarters and merging them with the orange sky. Last, I added some colour correction to create a realistic effect.

MAKING OF IMAGE 2

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img ss2.jpg
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ASSET USED FOR FINAL COLLAGE

636406698158157613-FIRST-EDITION-USA-TODAY-22.webp

MAKING OF FINAL IMAGE 

Fake News ss8.jpg
Fake News ss10.jpg

2. BOND GADGET

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My Bond gadget is a handwash that, when the tiny red trigger is activated, can fire darts. Making the Bond gadget was challenging and exciting, and I enjoy working on this assignment. I constructed a simple bottle shape and added a Bavel before using an extrusion. Later, I created the inner pipe and cap. To create both models, I primarily used the extrude tool. The most crucial component and support of the model is its inner pipe. I used a thin plastic material for this so that it looks natural and that it would be visible through soap, which is what it's doing. I then used a cylinder to create a structure that looked like soap. I must provide more details in order to make my model as realistic as possible. I used "KILNER" as a logo for that, and I had to make it exactly as it was in the original bottle. I applied the logo using bend deform for that. The backbone of the entire project are the little darts. I chose thin plastic material for their base since I wanted them to look more realistic. The final outcome was quite beneficial. It appears to be both logical and real.

MAKING OF BONG GADGET 

Bond_gadget ss2.jpg
Bond_gadget ss5.jpg
Bond_gadget ss7.jpg
Bond_gadget ss3.jpg
Bond_gadget ss4.jpg
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Bond_gadget ss11.jpg
Bond_gadget ss9.jpg
Bond_gadget ss13.jpg
Bond_gadget ss12.jpg
Bond_gadget ss10.jpg
Bond_gadget ss14.jpg

MORE RENDERS

New trail render8.jpg
New trail render9.jpg
New trail render11.jpg
New trail render13.jpg

WEEK 8

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MAPS

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This week, we learn about hypershade and how to apply it. We also learn how to work with it in depth. Moreover, how UV helps in texture creation.

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WEEK 8

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INTRODUCTION TO UVS

I learned the fundamentals of UV mapping in this class. Applying UV is a complicated process. Applying UV is the second and most crucial stage once modelling is complete. as it blends to obtain the right texture.

In this assignment, we created a mashroom and applied basic uv and texturing to build a customised texture that Photoshop used to blend into the background and provide a respectable result.

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Photoshop B&W Image

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FINAL RENDER

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render1.jpg

INTRODUCTION TO SUBSTANCE PAINTER

Substance Painter is the ideal tool, in my opinion, for any 3D, animation, or VFX artist. I learned about it this week. B ecause you can immediately paint a texture onto your 3D model with this software. The artist has complete control over the final texture.

 

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We used an oil drum that was modelled in Maya, converted to an FBX file, then imported into Adobe Substance Painter 3D for this experiment. We had the opportunity to experiment with the texture in this software before exporting it all back into Maya, where we could really use the customised texture with the aid of htypershader.

 

FINAL ASSIGNMENT OF THE MODULE

 ASSIGNMENT 2 

1960 COFFEE GRINDER

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FINAL RENDERS

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This assignment was both challenging and enjoyable. I wanted to work on something more challenging after finishing the first assignment. Additionally, I wanted to challenge the skills I have so far acquired in this module. So I made a COFFEE GRINDER that was from the 1960s. I choose to stick with the idea as the assignment was to model something that demonstrates heritage. I used the software called substance painter along with maya to bring the individuality out and to provide that aged look and texture. I constructed an old-school table and lamp to hold my vintage coffee grinder after creating my primary model. When it comes to applying UV, the second phase presented significant challenges.

It goes further than that. After bringing the model back to maya after applying the texture in material painter, I used hyper shader to bind every texture to the model and the table. I use the best lighting setup and high-quality rendering to complete my project.

MAKING OF 1960S COFFEE GRINDER

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