View Full Version : Modelling and Texturing Reel

10 October 2010, 08:53 PM
Hi guys. I've made a few threads here in the past, playing and working with ideas prior to production at school to see what I could come up with, several months have passed and now we're one month and one week into production, our ideas are locked down and so are our cameras. The first four weeks was pre-production.

My school only allows animation reels or modelling and texturing reels, so the purpose of this is to pass my course and get me into the next year's class (which won't be all that easy, I can only get a recommendation for it if my reel is really good, apparently). Next year I will probably be concentrating on rigging.

Right now I need to remodel the chest, because it is close to the camera yet doesn't have a lot of detail, and I'm kind of at a loss for what to put on it, I've got a whole chunk of reference but nothing really stands out to me. It's all impractical and mainly ornamental. But I'll give it a shot regardless.

We are allowed 1 shot with a slight camera move on it. We have 7 weeks approximately remaining, 2 of which are primarily reserved for rendering.

The scene is meant to be rather stylized.

Any help and harsh critique is extremely welcome. Thank you for your time.

10 October 2010, 01:48 PM
My school only allows animation reels or modelling and texturing reels

Wait... what? Your school is dictating to you what kind of work you should be spending time doing? That's remarkably irresponsible, selfish and frankly totally out of touch with the industry. Are they unaware of the fact that the industry is already flooded with modellers and animators?


We are allowed 1 shot with a slight camera move on it. We have 7 weeks approximately remaining, 2 of which are primarily reserved for rendering.

So your entire reel must be a single shot? O_o

Okay, ranting aside, it looks like a good start, although your light right now appears unmotivated. What exactly is the light source? If it's something that's inside the chest, the you shouldn't have light on the ground alongside it. Right now your light appears to be coming from a point-type light hovering above the open chest. Even with stylised pieces, light shouldn't come from invisible points in the scene - always motivate your lighting sources. Compositionally however, I'd say that personally I think your current shot is pretty strong.

10 October 2010, 09:29 PM
Thanks Leigh.

I don't mind it too much really, it's a means to an end for me - to pass my course. Next year I can do rigging.

Yes, a single shot. Despite the way things look, my school is pretty good and only costs 10 grand NZD a year (I'm doing the one year course), this is an introduction course and they want students to pass it so they dumbed things down this year because too many badly thought out reels were coming out; next year is the advanced course. This way we have one shot, but it should be one amazing shot instead of a load of crappy camera movements.

The light source is the chest but I wanted it to look like light was spilling over the edges; it looks much more possible with the new chest. Then there's rim light from outside, and fill light coming in from the other not visible side.

My original chest was so awful that my tutor thought it was a previz, this one has a stupid amount of detail modeled into it. I might have to remake it lower poly and with a bit less detail, but we'll see what people think.

The idea with this chest is that it was sitting at the bottom of the ocean until eventually being washed up, so the wood and the frame is warped from the water.

I'm going to redo the lighting today.


10 October 2010, 05:43 AM
Basically doing 13 hour days now, well, except today.

I added some DOF via Zdepth (I know it's not the prettiest way, but it sure is the quickest!), and redid all the lighting to make it more realistic, and I have to say, in the end it does look a lot better.

I have an issue, when compositing my scene, I multiply the ambient occlusion over the colour pass and it kills my light fog. How do I prevent this without rendering it in a separate pass?

10 October 2010, 11:52 AM
I'm having massive issues to get the textures to match the visual style I want, it's not enough to just grab some off the net or even go take my own pictures; it's not meant to be real, and I'm not doing a very good job of making my own cartoonish ones.

Hm this place used to be really active.

10 October 2010, 01:50 AM
I've been having some trouble with my textures, it's meant to be cartoony so I really need to paint them myself, but I was told it looks like random blobs of paint.

I did some work on the lighting but the levels in photoshop look like crap.

Really appreciate some critique and maybe some advise.

10 October 2010, 01:27 PM
I like your scene, overall looks pretty good to me (for a student work).
Since you are concentrating on the modeling.. i find that wood doesn't bend as much; and here and there the bumps are a bit exagerated.
Texturing wont be that hard, since most of the detail is further in the pic and blurred, so concentrate on floor and chest - i guess chest is supposed to be wooden - therefore somewhat of a brownish color and not grey. Are those little things around the chest money coins or something? :)
My advice will also be try finding some more tutorials on modeling and texturing (or whatever your focus is on) and dont rely only on school expectations if you really want to advance in the 3d field.
.... learning never ends :)

10 October 2010, 11:22 PM
Thanks for your comment :)

I'm worried about that "for a student work", I want it to be good for professional work, because if my work is only on a student level then I'll never find a job. ;)

I'm really stressing over how I'm meant to texture it if my cartoony textures look like 'random blobs of paint'.

The wood doesn't bend that much usually, but on a ship it would be under the constant influence of water, causing it to bend and deform like that. That's my theory anyway.

Chest is only grey because it's untextured :P


10 October 2010, 07:10 AM
Texture problems sorted, lighting destroyed. Could really use some feedback on the lighting. It looks like it's not even night time.

10 October 2010, 11:17 AM
thats better texturewise even though chest needs some more work :P

You have one strange light behind (next to chest) that comes from where exactly?
Light around table on the floor- is also strange - too wide?

Otherwise let me tell you - its a cute scene.
Regarding student work - yes, its exactly like that. It will take you 100 more projects to get to professional level, and thats not only applied to you ! Its to everyone! Cant expect to get a job with 2-3 projects done in school - nah-ah! :)) Find tutorials on lighting, rendering (3d total have some good ones - indoor and outdoor lighting), or simply ask your instructor at school for guidance- thats why you are paying right?
I still think the wood is bend too much :)))

10 October 2010, 03:33 AM
Thanks Lilla,

Unfortunately my scene is now corrupted. I added a volume light, deleted it, saved, and it crashed AND deleted my save file. But I reverted to a previous version and can not save as an ascii to locate the problem, because apparently it contains unsupported nodes or something.

The previous file is just before I added the light fortunately, so I can still continue working, but I'm worried down the line something is going to go REALLY wrong, I can't export selected as ascii either.

Maybe because I have shave and a haircut at home that it's doing it, because when i render it says the node is missing, it could be that node that is unsupported. Annoying really, because I haven't used shave and a haircut in my scene!!

Oh well, lets see how things go. My lighting is looking a lot better, but still very far from perfect.

Thanks so far everyone who's replied, would love some more feedback and will update when I get home tonight.

10 October 2010, 11:46 AM
Here's an update.

11 November 2010, 05:34 AM
And another update. Still got to fix the tablecloth, actually, I have a whole long list of things to change and fix, so should see some improvements soon! But I'd like to add more to my list of fix ups...

12 December 2010, 06:21 AM
Hm my last post looks like utter crap, no wonder I stopped getting responses.

Anyway, school is over, reel is handed in, and here it is, hopefully I get some responses.

12 December 2010, 03:15 PM
I think it's a great scene.

In the final version on your reel the only thing that stands out to me is the light on the top and back of the chest seems a little bit bright. IMO it overpowers the light coming from within the chest.

Another could be that because the fog coming through the window is the brightest thing in the scene my eye is immediately drawn to it almost like I'm looking for something in the fog, if that makes sense? Like I'm expecting the subject to be back there because it's so bright even with the DOF applied.

Still a cool scene and I like the 2nd shot to.


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