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"Monica Goes Postal" is a short animation about a dedicated postal woman.

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On this project I was the Technical Director. In this role I not only helped manage the 3D team but also head all 3D backgrounds and technical issues.

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This project was amazing to get to work on with the various different challenges and exciting world to imagine!

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 Water Development 

Water Texture

For "Monica Goes Postal" getting the aesthetic of the water was important. I used a combination of a displacement map on two planes with the top level being a clear surface and the bottom a solid colour with a ramp to create the final product. 

Wave Ripples

Another visual effect I tested was using the BOSS editor in Maya Autodesk. This created wake behind the boat as it cut through the water.

Boat Wake & Splashes

To create the boat wake I used a MASH simulation coupled with volumetric texturing to replicate the splashes of a real boat.

​S.S. Marimo

Here is a boat I modelled, textured and rigged. The S.S. Marimo design idea in mind was that of a child's toy boat, the colour scheme and smaller details were used to emphasis this idea once placed into the world.

Modelled, Textured, Rigged - Myself, Adele Gwen

​S.S. Marine

Another boat for 'Monica Goes Postal' was the S.S. Marine. With the same idea in mind as the S.S. Marimo, this boat was made to emulate a toy - although more "loved".

Modelled, Textured, Rigged - Myself, Adele Gwen

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Underwater Landscape Development

The first shot of "Monica Goes Postal" takes place above and below sea.

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There were lots of different aspect to consider between the modelling and texturing to then how the camera should move between the two spaces.  

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Using motion blur, aiFog and caustic maps we were able to pull everything together and achieve the above and below sea level feeling.

Underwater landscape/ Above sea landscape - Modelling, Texturing, Rigging, Lighting & Camera - Myself, Adele Gwen

Additional coral assets from Pippa O'Dea, Islets modelled by Olivia Harper

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Clouds & Splashes

The direction given for the clouds and water splashes were that they needed to look like cotton balls.

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I used a volumetric shader with some 2D textures on the displacement section to create the fluffy effect.

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We also used this for the water VFX splashes to achieve the same cotton ball texture.

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