This project is titled Dreamscaper and was created for the VFX and game production Studio unit.
This was a group project where we worked together with students from the games unit to develop a game from concept to playable demo.
My main contribution to this project was creating the visuals such as; character, environment assets, character animation, creating pipelines to get assets into Unreal and FX within Unreal engine (Niagara).
In this unit I developed two separate shots that integrated CG assets into live action footage.
The footage for both of these shots was sourced from Pexels, then tracked in Nuke.
In the first shot I wanted to extend the existing rock with CG and create a portal on top. This rock was modelled in Houdini along with the particle simulation and the environment on the other side was created using Unreal engine using Fab assets to save on time.
The second shot uses a FliP simulation for the water in Houdini and the main buildings are also modelled procedurally in Houdini. The windmill and boat were modelled in Maya.
All texturing was done in Substance Painter.
This is my synoptic project - the creative piece for my dissertation.
The main goal of this project was to explore the VFX pipeline from start to finish, similarly to how I did in previous units for VFX integration.
The complexity of this intended to be greater and involved, modelling, sculpting, rigging, animating a creature (based on a red panda) into live action footage.
The results of this are two shots which are shown in the breakdown video alongside the KeenTools work 'Tiefling' .
The reasoning for this is the breakdown video is made to showcase different methodology to integrating CG assets into live action and all shots showcase a more complex intergration pipeline.