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Week Ⅰ – Introduction to Adobe Photoshop
Green Screen Lady
Abandoned Building
For this task, we were given 3 images that we had to put together and create an apocalyptic scene. I will take some inspiration from the show ”The Last of Us” and it’s post-apocalyptic scenery.
Firstly, I put all of the images together by dragging them all down into one viewport (ctrl + shift). I then mask the building using color the color range (select > color range) filter which allows me to easily seperate it from the sky and creating a mask (layer > layer mask > reveal selection).
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Animal Hybrid
For my animal hybrid project, I decided to mix a penguin with a husky dog. I figured it would be a good idea since both animals have similiar color patterns, which makes it seem more realistic.
First I put the two images together & transofrm them so that they go well together (ctrl + t) by adjusting the size and placement.
Finished Project
To practice a bit more, I decided to try and make another animal hybrid so that it stays in my memory, this time I chose a lynx and an owl

Using the color range tool, I seperate the owl from the white background (select > color range > inverse)

I duplicate the background layer and create a selection with the pen tool by drawing around the lynx (right mouse click > make selection)

Unfortunately the color range tool didn’t get rid of all the whites and there’s still a little bit of a white outline around the wings

In order to get rid of that, I pick a black brush and draw on top of the mask to get rid of the unwanted parts
I duplicate the background layer and using stamp tool, I draw around the lynx with the wings on a newly created layer to make it look more like it belongs in the picture
Finally, I add some adjustment layers with color collection (brightness and contrast, curves, exposure)
Finished Project
Fake News
Dragons violating Polish airspace
Resources:
I create a clear mask (layer > mask > reveal all) and draw on top of it to get rid of the unwanted parts of the image, in this case it’s the background of the dragon
Using the polygonal lasso tool, I select the area of the edge of the building and get rid of the dragon wing
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Week Ⅱ – Introduction to Autodesk Maya
➤ maya binds & navigating
‣ alt + left click = rotating around
‣alt + right click = zooming in / out
‣alt + scroll wheel = moving around
‣ handle goes yellow = locked into axis
‣w = move
‣e = rotate
‣f = frame selection
‣a = frame everything in the scene
ctrl + alt = frame selection
‣4/5 = toggle between wireframe & smooth shade mode
select elements > ctrl + g = create group
modify > center pivot = center pivot to object
space > maya = switch between views
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Week Ⅲ
Homework: Spaceship (with lighting & textures)
Finished product
HDRi: Resting Place 2
Materials: Glass for the window, car paint metallic for the rest
with colorful background
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Week Ⅳ
merging stuff togeher
mesh > combine > delete history > delete faces at bottom
merge tool
y shortcut targer world
drag from one to the other to merge vetex
when combining 2 objects they need to have the sameamount of verticles
if not; delete verticles or create edgeloops
adding edge loops:
select multi cut tool > ctrl > q
vertex at center bottom in middle press ctrl right click to faces to cfaces extrude and scale dwon
create > cv tool
right click control certex
snap to centre > X
surface > revolve > polygons > quads > general
surfaces> reverse
modify > convert > nerves to polygons>quads (general)
to extrude; ctrl + e > change thickness
6 = shading mode
Kettle
to seperate stuff select > edit mesh > extract
faces selected > edit mesh > circularize > edit twirst
atribute editor > tapering
ARNOLD SHADER > STANDARD SURFACE
lamber material standard ai standard extra
double click move
world / object
plane shape > render stats > receive shadows
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Week Ⅵ – Lighting
ctrl 1 – isolate object
Hypershade
Mesh Light
Arnold > light > mesh lights
Three point light
Saber & Mesh light
seperating mesh into 2 pieces; extract > seperate
transmission and roughness-glass
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Week Ⅶ – Shading
5 / 6 – unshaded / shaded display mode
m
red input circle – looking for rgb information
green input circle – looking for gray scale information
two checker boards one with opacity one with transmission
bump and displacementmap
bumpshader
displacement map zbrush
drum>arnold>opensubdivcontrols>vertex coundary > preserve edges and corners
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Assessment 1
James Bond Gadget – Banana Revolver
For my James Bond Gadget assesment, I came up with the idea of combining a peeled banana and a revolver. The peeled banana skin will serve the purpose of a gun handle.
Tools I’ve used in the making of the James Bond gadget assesment:
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bevel edge
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circularize
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extract
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extrude
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seperate
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combine
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slide edge
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fill hole
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mirror
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multi cut
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slide edge
- insert edge loop tool
- UV editor
Reference images:
Revolver Taurus 608 and a peeled banana
Textures:
The process of creating the banana handle of the gun begins with a simple cube. I extrude the faces of the cube and manipulate the vertexes to match the shape of the banana. The tools I’ve used for this process are mostly extrude, move, rotate and scale.
After the basic shape of the banana handle is finished, I begin to peel off the banana skin by extruding the faces on the edges. This is also the hardest process of creating my bond gadget.
Further peeling off the banana
Peeling off the last parts of the banana
Using the circularize tool to make the banana look better from the front
creating the revolver
I start out with a pipe (create > polygon primitives > pipe) which will serve the purpose of the muzzle
finished barrel

I extract and seperate the mesh to divide it in 2 parts in order to continue modelling the rest of the gun while also keeping the shape I achieved so far
cylinder modelling

creating another pipe and duplicating and rotating it so that it matches the shape of the revolver cylinder
Banana Revolver Renders
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Week 8 – UVs
UV mapping is the process of generating a 2D representation of a 3D object. This 2D representation is constructed from UV coordinates, which are commonly known as texture coordinates. U represents the horizontal axis and V represents the vertical axis. Each UV coordinate has a corresponding point in 3D space called a vertice. Together vertices form edges, edges form faces, faces form polygons, and polygons form surfaces.
Important tools:
- UV editor
- UV cut tool
Seperating UV’s:
select edge in object mode > shift + right click to cut in the UV editor > right click > UV shell > select the UV shell > move for a proper view > shift + planar > select axis view
Stiching UV shells back together
select edges > shift + right click > move and sew edges
Practice
modelling the basic shape of the mushroom
adding edgeloops for a more defined look (right click > edge > shift + right click > insert edge loop tool)
opening up the UV editorcutting and seperating the UV shells of the mushroom (select edge > right click + shift > cut > right click > UV shell > move)
unfolding the UV shell of the mushroom neck (select edge > cut > right click > UV shell > select the UV shell > unfold)

putting the file back into maya (assign new material > standard shader > color > file > select the texture)
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Week 9 – Adobe Substance 3D Painter
file > export selection > fbx > export selection
file > new > ASM Metallic Roughness > 2048 > uncheck import cameras > uncheck auto-unwrap > select > select file >
ctrl + rmb to control size
ctrl + mmb to control the brush flow
f2 / f3 toggle between 2d and 3d view
lmb + mmb to control the angle of the brush
tiling = repetition of the texture
right click layer add black mask to paint on top of another layer
Wireframe Render
hypershade > tab > wireframe > ai wireframe shader > drop it on the model > edge type > polygons
Assessment 2
Time Leap
Datsun 240z from the 1970’s
The Datsun 240Z, then later as the 260Z and 280Z, is a grand tourer produced by Nissan from 1969 until 1978. It is the first car in Nissan’s Z series of sports cars. The Japanese sports car featured all classic elements that made a great, lightweight, performance model. Its proportions, which are not that dissimilar to some other iconic sports cars, from European manufacturers, are what makes the 240Z, pure
eye candy for JDM and classic car enthusiasts alike.
I based my Datsun 240z model off of Sung Kang’s modded Datsun 240z, known as ”Fugu Z”.
The environment
I decided to set the scene in a Japanese forest during autumn with a Tori Gate standing behind the car.
A torii is a traditional Japanese gate most commonly found at the entrance of or within a Shinto shrine, where it symbolically marks the transition from the mundane to the sacred and a spot where kami are welcomed and thought to travel through.
Assets:
Everything in the scene was made by me with the exception of the HDRi and the trees.
The HDRi was downloaded from the polyhaven website and made by Andreas Mischok: https://polyhaven.com/a/autumn_forest_01
The trees were downloaded from the turbosquid website and made by lazaruslong: https: //www.turbosquid.com/3d-models/gentree-103-generic-tree-103-3d-model-2062798
Textures:
References:
Datsun 240z:
Tori Gate:
The Workflow
UV Map of my scene
Final Renders