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BA (Hons) CGI/ Film Visual Effects/ Digital Arts Top up
Specialism – 3d Artist
An interactive, explorable 3D environment of ELO’s Out of the Blue spaceship (Kosh, 1977) is presented as a game executable and cinematic using Unreal Engine 5. Several elements not visible on the original artwork (Nagaoka, 1977) were designed from scratch resulting in a complete playable environment. 
The proposed idea was to be able to create a spaceship in the style of retro-futurism, inside and out. The plan was to create both a full exterior, and also three main interior spaces; an atrium, a hangar & a bar. The environment in full was based on an existing product, where only limited resources were available, meaning around 50% of this project was originally made to match the reference that exists. The entire objective of this project, as mentioned above, was to create a piece that stands out on a portfolio and will catch the eye of other 3D Artists and potential employers. A lot of enjoyment was gained from creating large Sci-Fi environments within Unreal, so this project adds to that desire, and presents that to peers
Throughout the project, feedback from social media and course Rushes sessions informed the evolution of the final piece. The deliverable demonstrates strong skills in both 3D art and design.

A recent case study about Richard's course success: https://www.solent.ac.uk/news/cgi-student-lands-dream-role-alongside-studies
Below 
The main focus of this room would be a floor to ceiling recreation of the water drop from the ‘Time’ album cover. The plan, like the balls in the atrium, was to make this animated to make the bar feel less static. Production on this was very similar to that of making the chairs and bar stools, a lower polygon version was made first and extrusions, chamfers and turbosmooths were used to make it to the level of details that was required to fit with the scene.
“The below post processing was created in a way that matched the work to the reference as close as possible, and with the project being based off of album art from the 70’s - the idea was to add some fade and discolouring to make it feel as if, even in the cinematic, you were looking at old album art. Once the exterior was fully complete, it was time to move onto the interior hull”
The image below this is a direct comparison with the CG result and the original Album cover.
A character was created based on the lead singer for ELO, Jeff Lynne. It was made using Blender for the initial sculpt, Metahuman for implementing more detail and import to Unreal, then Blender again for adding custom hair, and Marvellous Designer for custom clothing.
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