Creating the Credit Sequence - In The Drink

General / 16 October 2019

For the Credit sequence we decided on using a minimalistic version of some of the key scenes in the film. To create these I took a still of the shot I wanted and opened it in photoshop applying a sepia filter to the image. This image was then taken into illustrator and a artist Paint Daubs effect was used to change to look of the image. This process leaves a lot of artefacts on the image however, so using photoshop the image was then refined. The edges of the image were smoothed and artefact removed and details were added in certain areas. For instance the glasses on Tony became unrefined so I created new ones to match the image created. below are some of the backgrounds that were used in the sequence:




Creating a Teacup and Saucer

General / 27 August 2019

One of the props I needed to make for Mechropair was a teacup and saucer. Original there was a bit of confusion about the overall design of this prop, however I was able to clarify that it was to be a classical type of teacup with a flower pattern showing on the outside and gold embelishments along its edges. The end result was Modelled in Maya and Textured using a combination of Photoshop and Substance Painter.

Rigging a iPhone Cable - Mechropair

General / 27 August 2019

As part of my work for Mechropair I was responsible for the modelling, texturing and rigging of a 30 pin iPhone cable. The first two steps were fairly straight forward, however having little experience with rigging anything but characters using a IK rig before I had to do some research before I could complete a useable rig for the cord. This also involved some trial and error. Initially I attempted to simply turn the cord into and nCloth and attach it to the plug at the end. This method was not very effective unfortunately as turning the cord into an nCloth cause it to collapse in on itself, loosing its shape.

Ultimately I ended up using a combination of two online tutorials to create the rig (one of which was in spanish). This method involved creating joints for the the cord attaching those joints to a IK Spine Handle, Binding the Mesh to the Joints and then attching the plug to the end. After all that I then placed controllers on the rig to make it easy for the animator to use.

Below is an example of the rig at work: 

Small Props - Mechropair

General / 27 August 2019

Below are some of the small props I created for the Graduate film Mechropair. All of these Props were Modelled using Maya and then all but the desk calendar were then textured in substance painter (the desk calendar was textured using photoshop).

A old style candle. After completing this model I found out that the team was actually after a smaller much simpler candle. such is life

A desk calendar, that calender itself was designed in Photoshop with the month of July being selected as the current month.

Some very rusty gears to be scattered around the workshop scene

Designed to replicate a 30 pin iphone cord. This model was later rigged for animation

An updated texture for the iphone cord designed to make it look more worn and old to fit with the rest of the scene


Larger Props - Mechropair

General / 27 August 2019

Two of the large Props that I have created for this project are a free standing world globe and a old style beaker with stand. Both of these models were created in Maya and then textured in substance painter. For the globe I intial thought I would run into more difficulties than I did. This was because I was worried about being about to texture the globe as when UV unwrapping with a single line the UV would be distorted at the top and bottom, however I quickly realised that this was actually exactly what I wanted. As world maps are distorted to make them lay flat, when applying this distorted map back to the sphere this distortion is actually neutalised making the final result look exactly how you would want a world globe to appear. To top it off the stock unwrapping that is appled to sphere in Maya worked perfectly, only needing to be scaled a little bit to fit the map.

The beaker took a bit longer to make and I am not sure if the glass turned out how I would have liked it. I am pretty happy with the rest of the model though.


Mechropair, Creating some books

General / 27 August 2019

One of the props I was assigned to create were some books. To make this happen I created three different models, two closed books and one open and then textured them in multiple different colours using Substance Painter. At the end of the modeling for all the props I create I hope to be able to combine them into an environment of my our creation to showcase them working in a scene.

The results book models can be seen below:

Open Book:

Simple Design, Closed Book:

Book with metal detailing:


Experimenting with nCloths - More Props for Mechro

General / 27 August 2019

While modelling props for the film Mechropair the team was trying to find ways to fill the scene. As most of the story happens in a antique store that is a lot of shelfing to fill. As a result I came up with a quick solution. Create a box, make a plan. Then turn the plan into a nCloth and drop it onto the box. This was a simple way of making a shelf filler for the scene, some of the results of this experiement can be seen below:

Creating a 1950s Desk Lamp

General / 27 August 2019

As a asset and prop modeller on the Graduate Film Mechropair I have been responsible for the creation of a number of props. One of these was a desk lamp. The environment to was to be placed in was an old workshop with a number of random objects so I wanted to create something the would be unique but also still fit in with its environment. I eventually settled on the style of a 1950s era Bank Lamp (so named for its prevalent within banking institutions during that time). This design was unique but instantely recognisable. After doing some research into the look, shape and materials used in bank lamps. I spent some time on turbo squid looking at how the construction of the mesh might be achieved before I opened up Maya and stated modelling. I ended up with the design below.

After created the model I then ventured into substance painter for the first time and using a combination of subtance metals, generators and masks to create the worn and dirty look I ended up with in final the result below.