KNB 137 // Assignment 01 Caden Chan // N11736348
An overlooked aspect of creating exceptional art is the technical knowledge and experience that facilitates production. While we all want to create amazing work, it's important to become comfortable with the tools and methods that can bring the vision to life. This project allowed me to explore every stage of the industry pipeline for real-time 3D worlds to produce a scene with a focal point.
Assignment
Use industry recognized 3D software to present a real-time diorama of an idol placed on an alter.
Goal
Gain experience in the 3D production pipeline by developing an Ancient African inspired idol from an idea to placed in a real-time scene.
My Role
Art Director
3D Artist
Year
Jul - Sep
2023
Week 01 - Week 02
Despite the sometime arduous nature of the planning phase, I’ve come to learn the necessity it has in long form projects. It is a strong foundation that determines how high your building can go, or in this case, how great my final design will be.
Pre-production in this assignment was no different going through two iterations as my understanding of the goals improved along with the skills I wanted to develop through this process.
The vision of this project was very different from what it ended up being as the scope and complexity far exceeded feasibility. Here were the original notes I wrote:
The Cycladic figurine is a headpiece that allows a forsaken deity to control the wearer
What if the Cycladic figurine in the center is a sort of headpiece that can be worn by a person?
It is deemed to be the ultimate sacrifice to dawn the headpiece as you surrender your body to an eldritch being.
It yearns for a vessel to control in order to spread its influence on the material world.
The body of the person continues to degrade as the deity carries out tasks in their body and prolongs their “life” indefinitely.
It was then expanded further with a story aspect to sell the wonder of the scene. I envisioned that during the Age of Exploration in the 1500s, a European mining company stumbled upon something ancient while excavating for gold. They would have blasted into an ancient ritual room that housed that cursed idol and the rotting bodies of sacrificed people who are trapped with the mask on them. They themselves would be forced to put on the masks and killed. The viewer then enters in modern day to see the aftermath of the incident .
Trapped 1500s People References
Idle Reference
Early Concept Sketches
The concept sketches were to really cement this location as a ritual room with a supernatural feeling. The idol sits in front of a massive stone carving of a full body idol with a shimmering gold veins traveling through it. In front would be the ritual table where the sacrifice would take place and bring the forsaken deity into the real world.
There were already signs of the idea not panning out when it came to creating a wearable idol that someone could put on their head. I quickly gave up after being stumped on how someone could realistically put this thing on their head while making it look menacing.
Technique Explorations
One thing I wasn’t sure about when it came to modeling this idol was how to create the nose in a way where the topology would be clean. Before making the model in Maya, I experimented in Blender due to its quick modeling tools. As expected, the model started to warp at the top of the nose when I started adding subdivisions. This showed me that simply extruding the nose from the head was not very effective.
I eventually found a small tweak I could make to he topology to retain a smooth edge flow around the entire nose and allow for subdivisions that don’t warp the nose in undesirable ways.
Before
After
Time to Jump Ship
Even though I feel a little excitement as a write this section into my blog, I feel it was the right move to step away from the idea. It really came down to a few key reasons:
The idea is really complex and requires skills that I want to learn but would need lots of time to develop so that I could execute on this idea.
I learned that the “Story Logline” was only a guideline and you could take the project in a different direction. I was creating this world to fit the criteria and not entirely what I felt would be an engaging project to work on
All this planning is unnecessary when the scope of A1 is solely developing an idol.
So really I was just getting lost in the sauce...
After asking some questions with Mo and thinking about what I want to get out of the project. I decided to return to a more simple plan that I can develop as I go on.
My game plan now is to plan out the idol in-depth and consider how it will influence Assignment 02 without fully fleshing out an entire environment. My main focus should be on making an engaging idle with good character so that I have a great foundation for the digital world to be built around.
Here’s the new direction:
The focus of the scene is on this sacred and intimidating tribal African idol.
It is a multi-faced bust with immense battle scarring
A representation of war and conflict
Worshiped by an ancient or modern tribe as a deity to gift them strength and courage
Idol References
Idol Early Concept Art
Idol Final Concept Art
I’m really glad I came across the multi-faced stone head in my reference research as it’s just so damn eye-catching. My concept sketches are more for me to understand the detailed shape of the head as the face curves around it. The material explorations made me steer away from gold and take on a more natural carved wood look.
A Happy Balance
I’m very happy with this new direction as it crosses off the concerns I had with the last plan:
It’s a more challenging model to create that also has a large margin of error as it is based off non-realistic human proportions
The new design is incredibly interesting to look at
No unnecessary sauce surrounding the scope
Week 02 - Week 03
It’s one thing to draw my vision as concept art and another to actually model it in Maya. Although I had experience poly modeling, I realized very quickly that I had no ideas on how to approach an organic face with features. This obstacle could have very well made this dead in the water.
That was until I remembered a tutorial I saw a while ago created by two senior character artists in the London film industry. Thanks to Henning Sanden and Morten Jaeger, I learned a method to make an attempt at the idol.
Video By: Flipped Normals
Idol Poly Modeling Screenshots
Here are some techniques and tools I learned of in Maya to make this model:
Mirror Target halved the modeling time by only needing to create one side and then mirroring the mesh on the other
Keeping Poly Count Low kept the mesh from become overwhelming
Extrude is what let me create that “wire frame” of the face before filling everything in
Maintain Edge Loop Flow was important to keep in mind as it makes for a cleaner mesh and helps keep track of how much geometry is needed to close all the gaps
The process taught by Flipped Normals worked perfectly with the only shortcomings being my inexperience creating clean topology for faces.
My process was pretty much using my reference and concept art to mentally visualize how the head would be shaped in 3D space. This allowed me the freedom to model without the need for a perfectly rendered head on an image plane to trace.
Week 02 - Week 03
This is the stage where the idol really started taking form as sculpting elevated it to the final design I had in mind.
I had my hesitation going into Mudbox as I’ve never heard of the software and online discourse on it was scarce and relatively negative of the tool. It didn’t have the community and active development behind it like Blender did nor did it have a dominant place in the industry like ZBrush. However, I cannot deny the ease of use I felt when using the software. All the basic sculpting tools I needed were there and the layer system combined with the subdivision levels made sculpting very fun and productive.
When sculpting, I was focused mainly on making the head shape more nuanced and interesting and adding distinct scarring. The head way way too symmetrical at level 0 and needed to look more like an organic hand-carved piece of wood. Using the grab, pinch, bulge, and flatten tools, the head shape was able to take form. Then using the knife tool at level 7, I carved out the scars across the face and the symbol on the forehead. I saw that exact symbol in my references a lot so I ended up adding it in.
I choose to omit the use of stencils to draw on textures on the high poly idol mesh because I had plans to generate that texture using Substance Painter and Substance Designer. Especially for wood and paint, I felt I could get good results without needing to sculpt it on.
Week 03 - Week 04
I want to bring special attention to this stage of production because I chose to execute my UV unwrapping using UDIMs. Through my research online, I came across this method used in the industry to apply high-fidelity materials onto a mesh without needing to create texture maps with massive resolutions. Although for something as simple as the idol, it’s not necessary. With that in mind, I wanted to still get some experience working with UDIMs seeing how important they are when working on highly-detailed models.
The UDIM workflow ended pp being very easy with only needing to work with four UV shells. Because of this workflow, I prioritized the shell with the idol’s face to take up the most space on U1001. Since it’s front and center and the most detailed part of the mesh, it only makes sense. The back and neck got a good amount of space on U1002. The bottom of the idol just got whatever space was left since no one will see it when it’s placed on the alter.
Week 04 - Week 06
This stage of production was my most anticipated because I’d finally be able create and apply materials to the idol. Of course, textures bring so much life to an object and really make it exciting to look at. Not only was I excited about this, I was really looking forward to working in Substance Designer to get some experience creating procedural materials.
Coming from Blender, I was comfortable with the ideal of node based material generation. I’ve also heard a lot of praise for Substance Designer being a much more specialized material creation tool than Blender’s material shader. To help me get quickly antiquated with the new UI and nodes, I followed an online tutorial by Jeremy Seiner who walks through procedural wood texture creation. I followed along with his work and made adaptations to create the unique wood texture for the idol.
Video By: Jeremy Seiner
Base Colour
Normal
Ambient Occlusion
Height
I ended up choosing a nice dark walnut for my wood texture and it turned out pretty good. It gives me a sense of accomplishment exploring other tools not covered in the lectures to get a better understanding of 3D production as a whole.
With the custom wood texture created, low poly model unwrapped, and the high poly model sculpted, I was ready to bring everything together. After finding a tutorial on how to get UDIMS set up with Substance Painter, I could really focus on selling the idea of a ancient and worshiped war idol .
This layering approach to material creation was so intuitive and useful when building detailed textures. Bringing all these components together made for such a realistic level of wear and tear that I wasn't even expecting to achieve.
Here are some notes about how I setup this material:
The bottom 4 wood texture layers create the deep red paint and white accent paint that’s been dirtied over the decades
The top 4 fill layers create the wood texture and obvious paint damage
Black mask generators are used heavily to add dirt, damage, weathering, and texture.
One example I’m really proud of is using Perlin Noise to generate the lumpy texture of dried paint in the height map
Fill layer grayscale is used to add natural looking dirt, damage, and weathering
Base Colour
Normal
Occlusion, Roughness, & Metalness
Week 06 - Week 07
Definitely the highlight of the entire project as this was my first time working with Unreal Engine. Moe was right, I never want to create and render and environment in a 3D modeling software ever again. Over these 2 weeks, I loved working with Nanite and Lumen to create such as high fidelity scene in such little time.
Straight out of the gate I faced such a demotivating issue where the textures I create in Substance looked way different in Unreal. The deep red paint lost all it’s saturation and the model looked like dry clay. It was so confusing and made me think I had messed up somewhere in production.
It turned out that some people had the same issue and recommended exporting in TGA format to have a more color accurate file for Unreal to work with. The results are like night and day.
Exported in PNG format
Exported in TGA format
Knowing that all I really needed was a few high-quality assets to build an entire scene, I want with the Sandstone collection from Quixel. Curating the best pieces that are visually similar, I made a quick selection of rocks, grounds, and cliff faces to build my cave environment.
Because this is considered extra work for the project submission, I chose to have a “see how it goes” mindset. I didn’t plan the environment out and focused more on experiencing the tool set that Unreal had to offer. The only guideline I had was that I the scene must serve as a backdrop to the idol.
I had heard a lot of buzz back when Unreal 5.0 first dropped and everyone was talking about Nanite. I still hadn’t figured out why it was so exciting so I looked online for some insight. Needless to say, as soon I realized how it allowed artists to design environments with high resolution assets in real time, I was sold. I instantly switch to a Nanite workflow and downloaded all my Quixel assets as Nanite.
Video By: William Faucher
Early Screenshot of Scene Development
Late Screenshot of Scene Development
One thing that I think could have been improved with the scene creation was the impact of the light shaft. Because I ended up creating my scene with such a massive scale, it made it really hard for me to get an obvious ray of light to come through. I had to workshop the light ray in a small box and then hope it translated to the large scene.
Workshopping the Light Rays
Admiring How it Translated
Through this trial and error, I also realized that the angle of your camera plays a big role in whether or not you can see the light rays. Something I’ll have to be consent about in A2. Along with the light ray, I also chose to make the light crack a more natural and interesting ”Y” shape to add more character to the scene. Making sure to keep the focus on the idol, I worked on the shape of light hitting the floor and walls.
Very Janky Looking “Cave Ceiling”
Very Cool Light Crack
The last thing I learned was how to use the Cine Camera Actors to create interesting angles to view my idol and environment. Playing around with focal length, aperture, and position, I capture my work to help the viewer observe all the work that went into this final piece.
I'm very happy with this overall work because above all else I feel confident to take this to the next level and design a proper set to elevate the idol. It's also rewarding to see how I was still able to balance the developing an appealing scene while working on a timeline and with practical limitations.
Video By: Yours Truly
The Beauty Shots