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ICCR
Modeling / LookDev / Lighting
First Contact was a holographic experience created by Light Field Lab as a technical demonstration of the company's novel holographic display technology, which enables digital objects to form in mid-air without headgear, merging real and virtual worlds together. The project required creative solutions across physical and digital mediums, ranging from traditional visual effects and motion capture to set fabrication and custom lighting control systems to complete the illusion.
The INTERSTELLAR COMMUNICATION CONTROL ROOM (ICCR) will be the demonstration area for our holographic display. It should possess an err of experimentation and the unknown; a feast for the eyes that raise more questions than answers.
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We created a 3D scene of ICCR as a reference for its real-world construction, ensuring a more realistic visualization that helps the building company accurately bring it to life. My role is to develop realistic materials for every prop within ICCR. Additionally, our creative team explores design possibilities to craft an immersive environment that requires approval from stakeholders. To streamline the workflow, I was tasked with building a Maya file that efficiently outputs multiple angles and design variations while allowing easy addition or removal of props through render layers.
Referencing the LHC (Large Hadron Collider) for it’s mind boggling complexity and experimental look.
I simultaneously handled modeling and look development for the collider. To maintain flexibility in modifying the design, I utilized procedural materials for all props and assets on the collider.
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During the show, we designed various lighting setups to enhance the interaction between the guest and the alien in different scenarios. I was responsible for the look development of these lighting setups. To visualize the lighting animation, I used Python to efficiently animate the lighting on the satellite dishes and collider.
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Alien shows her power A
Alien shows her power B
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Alien forming on hologram
albeod
metallic
roughness
normal
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Asset LookDev Breakdown
In addition to using Substance Painter for PBR textures, I applied procedural techniques to add variation and break up repetition, making the assets look more natural. For example, on the satellite dishes, I used world-projected textures and randomized colors to enhance realism and eliminate uniformity. For the wall, I used curvature to imperfected the edge.
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world-projected texture
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randomize the values
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final color grading
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basic albedo map of wall
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grunge layer
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grunge layer
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curvature on edges
layered albedo texture
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final result
Wall & Satellite Dishes
Breakdown Video
Walk Through Animation
To quickly create the walkthrough animation, I re-created the environment in Unreal Engine. All the materials are re-built with the same logic in Maya. With Maya renders as a benchmark, the results in UE closely matched the original look. The walkthrough effectively visualizes how guests will experience the space.
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Gallery
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