Renault Twizzy

 

Software Used:

Maya

Arnold

Nuke

PTGUI

Agisoft Photoscan

Tank vs Fluff

For this project I worked in a group with Jared Kengla, Clarissa Walls, and Aberdeen Zishan Shang. We were mentored by Kyle Cody, Todd Akita, Dongyoon Jang, and Cat Gulácsy from The Mill. For this project I shot all the footage, scanned the environment, and shot HDRI’s during the shoot. For the computer generated aspect I was mostly involved with the third shot. The effect of the chocolate chips was done by Jared Kengla while I focused on lighting, look development, some modeling, some texturing, and compositing of the third shot.


 

BreAKdown:

 

Early R&D:

Some of the first preparatory steps were to download the car, give it a basic rig, and set up a look development scene with an HDRI. The HDRI I shot.

We also needed some initial rough previz to block out our ideas. I did all the previz.

We wanted to make sure it was feasible to shoot what we wanted so I shot a simple screen test with a test car we bought for scale reference.

A more advanced rig allowing us to have the wheels automatically move to match how far the car moves.

CarRig.gif

We needed working suspension since the car was going to jump from a table.

 

Car Shading:

My fellow look development artist and I were both required to do a material test for the car. This was my one.

 

STORYBOARD:

A simple storyboard for our shoot.

 

Previz:

Final previsualisation for our shoot. I used some images taken of the space to stitch a simple photoscan of the space together for the scale. I then roughed out the space in simple forms to create a more accurate previsualisation.

 

Kitchen Scan and HDRI:

To help with scale and placement I did a full scan of the kitchen. This was also used to get detail on the surfaces the car would ride on and helped with lighting.

HDRI’s to capture lighting. I ended up doing the lighting from scratch for shot three since the HDRI was not producing the results I wanted. This stemmed from the fact that the car transitioned between two lighting environments so it was necessary to have a 3d lighting setup.

 

Egg Carton Scan:

One asset that we needed was an egg carton so I photoscanned one. I pushed it through the whole pipeline of cleaning it up, retopologizing it, and creating textures for it.

 

Object LookDev:

A look development scene for all the objects I did.

One thing I redid was the butter because I wasn’t happy with how the light was interacting with it.