"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!
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
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
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.