Making Of 'Chicory & Coffee'
My name is Uros Hohkravt and I am working temporary as a freelance product designer and a 3D artist.
This picture or scene was made as a part of animation, which I was invited to by animation Bugbrain studio.
Research / Inspiration
The story is set in the middle of 20th century. Therefore (for the scene that I have made) an extensive analysis about the architecture, objects, package design and product prices had to be made. Likewise there was a need to learn something about the way of life at the time.
After looking over the pictures (most of it I got on the internet and some of them I got when I visited a museum in the open air in Rogatec) I got the general idea about the life at the time and at the same time I got to know what the final image should look like. Than I proceeded with sketching (concept design) single parts, details and the entire scene.
The scene is a part of an animation, which is done in a style of a cartoon. Therefore most of my effort was put in the style and the character of a scene. My desire was to avoid an exaggerated photorealism and a computer impression (I think I made it). During the drawing a scene and some details, there were already some thoughts in my mind about how to do the modelling (amount of details, what and how it will be seen in a scene...etc.). Thus considering all that, proper adjustments were made.
Modelling & Texturing
When modelling a scene an extreme caution was necessary and as little number of patches as possible
(similar to low poligon modelling) had to be used. In short, the thing needed to be optimized. First, basic gauges were set and a scene was defined. Secondly, all other objects and finenesses were added (I followed the rule - what it is not seen, do not model).
There are no perfect shapes in nature (moreover the differences become more evident by aging) that is why a lot of time was spent to create a final image of the objects and an additional characterization or deformation was given as well.
When I was satisfied with the look of a whole scene and with all requisites, I proceeded with texturing.
Photoshop and Wacom tablet were used at thexturing. The Wacom tablet came in handy to some textures
because they were made hand painted.
The hardest part was to set the textures for the objects that are quite simple at the first sight and they have big, empty surfaces respectively. Therefore they can easily become rather boring without any discernible character.
Some details which weren`t modelled by me were also worked out with textures (a color map and a bump map were frequently used on account of optimisation).
During making the textures I noticed that a real image was obtained by layers and details , such as human skin, which has its own specific appearance produced by a structure beneath (flash, bones, veins, ...etc. ).
The place reflection on a glass of a shop is added as a HDRI environment map.
Textures have been adjusted to the nearness of a scene and the size of objects (the biggest textures are 4096 pixels big and the smallest textures are only approximately 100 pixels big).
Lighting & Rendering
Lighting was pretty limited because it was essential that the render time was as short as possible. An ambient occlusion and target spot light was used. Nevertheless, the lightning was quite significant to me, and I tried to get the right atmosphere to make the scene as livly as possible.
I would like to give special thanks to Dusan Kastelic, who invited me to this project, for being part of this project was a very pleasant and interesting experience for me.