Mansion Exterior

Mansion Exterior

Responsible for Model, UV, and Rig of Mansion Exterior seen in the establishing shot
and the wide shots in the Lucky short film.
Portfolio Prep: Click HERE to see more Lucky breakdowns The Mansion Exterior as seen in the short film: Image Above: responsible for Model, UV, and Rig. Further down the page, I go over additions made for my portfolio. Image Above: responsible for Model, UV, Lighting, Shading, and compositing For my portfolio I wanted to present the model in nighttime lighting, further explore Maxon Noise for volumetrics and procedural shaders, and change up the composition to give it a mood.

The trees come from one of the other sets I modeled for Lucky. The rocks in the water were duplicated around, and the large rock under the castle was scaled up a bit.
The distant hills were generated in Gaea.
Image Above: responsible for Model, UV, and Rig. Further down the page, I go over additions made for my portfolio. The lighting and mood reference I gathered: I originally sculpted the rocks in ZBrush and provided the texture department with the normals baked from the hi-res model.

Unfortunately I no longer have the hires sculpt or normal maps, leaving the model a bit bland.

To help the rocks shape read better, I used a Redshift 3d Material Blender, AO, Curvature, triplanar projections, and planar projections to build out a procedural shader for the rocks.
1. The base shader consist of an Ambient Occlusion being layered over the base color. And then a Maxon Noise (WS) to break up the color: 2. The crevices of the rock formed using the Redshift Curvature node (Concave) and broken up with Maxon Noise (WS). 3. The edges of the rock were formed using a Redshift Curvature node (Convex) and broken up with a Maxon Noise (WS). 4. Skyward facing portions of the rock received additional Maxon Noise utilizing TriPlanar project (Y). 5. The final shader addition was a wet rock layer near and below the water. The full rock shader: Comparison of before and after the Rock shader: The white water that forms around rocks and bridge supports is generated with an Maxon Noise (WS) and masked by an Ambient Occlusion node. Final Presentation: