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Hannah Wong

England,  Bournemouth Bournemouth University,  BA(Hons) Computer Visualisation and Animation,  October 14, 2015
Hi I'm Hannah, a 3rd year student at Bournemouth University studying Computer Visualisation and Animation. I have a keen interest in Look Development as I enjoy learning how materials work in the real world then recreate that digitally. Allowing me to use both my artistic and technical skill to achieve my work. Aside this skill, Grooming is another area of the pipeline I'm particularly keen as I see hair to be one of the main elements to a characters identity and personality.
  • FX/Simulations
  • Lighting
  • Look Development
  • Modeling
  • Programming
  • Texture Painting
  • Maya
  • Mudbox
  • Photoshop
  • UV Layout
  • V-Ray
  • Zbrush
Adobe
  • VFX/ANIMATION
  • Student of the Year
  • 843 Page Views
  • 8 Images
  • May 12, 2015
Curly Hair Simulation:
- Created in 2nd year, concentrated on styling and simulating curly hair ( not on the shaders). Tackled various way to groom curly hair and prepare it for simulation.
- I styled my friend's hair and took references for my groom
- Models tubes for hair segments, extracted curves from it, then converted to poly hair.
- The head model is not mine.
- Rendered with mental ray.

EA Masterclass (look dev):
- The objective of this, is to create a patch of land and represent the four seasons. (foliage isn't important)
- The focus is on the surface of the materials and understand why materials look dry, damp, wet and frosty.
- To create these materials under the discipline of physically based rendering (PBR).
- Sculpted then baked into Zbrush, painted the texture I prepared in Photoshop in Zbrush.
- Used substance designer to create a graph which allows the user to easily change the texture to create the four seasons.
- Reference I took myself and rendered in marmoset.

Light Placement Tool:
- A pymel script, for the user to intuitively place both Maya and Vray physical lights.
- Similar to what HDR Studio software does, the user can place highlights on a particular place of the model by selecting the light and clicking on the surface,
- The placement is based on the vector direction of the camera and the surface normal to calculation the reflection angle. Then place the light along the reflection vector.
- Models are all mine apart from the Stanford bunny of course.

Major Project Character - Witch (WIP):
- WIP of my witch, the focus is on the groom.
- Sculpted in Zbrush, retopo in Topogun. Used Maya nHair and Vray.
- I also did the concept of this character too.
Wireframe
Spring - dry & wet
Summer - dry
Autumn - wet
Winder - frosty
Substance designer - node graph

People's Choice Awards

The CG Student Awards - People's Choice Award is open to all entrants. This prestigous category is voted by the general public, not the judging panel. It gives everyone a voice, and allows for an open discussion of all the amazing entries submitted to the Awards.

To vote, simply select the orange "Vote for entry" button above. You will be asked to add a score and a small comment. More information can be found on the Category and the Prize pages.

Voting has finished for the People's Choice Award. All scores and comments have been archived. Thanks for all your contributions.
Rebus Farm