Modelling a steam engine in Maya and comping in Nuke (collab. unit)

Inspiring by this reference from Sketchfab I start to model a steam engine in order to import it into a 3d tracked scene. The engine must be rigged and that’s the main task for this project, the steam engine has to be animated.

SKETCHFAB reference
The model rigged and animated

CAMERA SCENE imported from Nuke

That’s the 3d view of the space in maya, the green points are locators from the 3d tracking in Nuke.
I’ve recreated the space using planes, lights and imported the camera from Nuke.
This is still a ‘”work in progess””, I have to finisih to render the machine, to adjust lights, multipass comping and roto out the walls in nuke.
I downloaded some textures from texture heaven and I use arnold AIstandardsurface through the hypershade to render the model. I’ve created a new source of light to get the machine’s shadow visible on the ground.

I then export the multipass file to nuke to comping into the scene.

Process on Nuke
AOV’s diffuse
AOV’s shadow matte
Final version

Journey to Maya

Texan Boot

Starting with this boot as a reference
we imported the picture into Maya to work closely to the image
We downloaded a 360 background in order to locate our boot

Mask

Drift Mask from Fortnite Please Read : This is just the STL files to be  able to print your own mask on a 3D printer. If you p… | Kitsune mask, 3d
My reference’s Mask
We started from this 3d head model. Using the quad draw we achieved to get the base for our mask.
once we create the face we then start to model it as mach similar to our reference
At this point my mask is almost ready and I sent it to mudbox in order to modify the surface, adding details, material and colors…
But first… let’s check the UV
Still a “work in progress…”
3d render video Maya