
Skills USA 2017 State Best in Show – Digital Render – Fall 2016-Spring 2017
The 3D render, Swiss Cheese, is the splash screen for the game RATions, and depicts the sneaky feel of the game. The render competed in the SkillsUSA 2017 State Animation Technology Exhibit and won Best in Show.
I used the following software programs:
- Maya 2016 – modeling, texturing, lighting, and rendering
- Derek Jenson’s free IES Light profiles: http://www.derekjenson.com/3d-blog/ies-light-profiles
- Photoshop CS6 – touchups
This project was based on a video game I was working on in fall 2016. The player was a mouse stealing cheese while hiding from the humans. The final image was to be both a splash screen for the game, summarizing the description above, and as its own standalone piece for the competition.
I started with style concept sketches, then moved to thumbnails, and considered color and composition to create a striking image with lasting impact.
I then moved on to character sheets and modeling. Because these models were going to be used for both the render and game, I needed them to be relatively low-poly, but high enough to make sure the characters could bend to their expression sheets.
The next step was rigging and scene set up. I modeled and textured the environment fairly quickly because they were basic shapes and Maya textures. A friend rigged the mouse for me. At first I had not rigged Ma, the background character, because she was stationary. However, later I needed to change the pose. I turned to 3rd party rigs—which did not work the way I intended. So I modified the vertices manually. From that experience, I learned to put basic rigs on everyone, including background characters.
Next was lighting the scene. I thought IES Light profiles would help the render come out more realistic than using Maya lights, so I tried them and they worked. While adjusting the light and render settings, the composition and scene underwent some ideation. I received feedback from peers and mentors to push out better renders. Here, I also learned about bounce light and subsurface scattering, which helped with the rim lighting on Ma and the transparency in the oily cheese.
This project spanned my senior year in high school. I learned a tremendous amount about the software, industry standards, and the animation process. The entire project was a huge learning curve, but one that inspired me to pursue 3D arts while striving to do more and be better each time.