LA MARZOCCO
This project emphasized realism through materials, lighting and camera motion, as well as an iterative workflow, an estimated timeframe and a time total. Over 9 days of work, a total of 73 hours was spent on planning, creating a moodboard, modeling in CAD and Blender, creating materials in Substance Sampler, designing decals in Illustrator and post-processing in Premiere Pro. Finishing this project taught me more about how to estimate and portion my time, how to seek and apply inspiration, the importance of a structured workspace and a deeper understanding of the programs I used.
This project emphasized realism through materials, lighting, and camera motion, aswell as an iterative workflow, an estimateted timeframe and a time total. Under 9 days, a total of 73 hours was spent on planning, creating a moodboard, modeling in CAD and Blender, creating materials in Substance Sampler, designing decals in Illustrator, and post-processing in Premiere Pro. Finishing this project taught me further on how to estimate and portion my time, look for and use inspiration, the importance of a stuctured workspace and a deeper understanding of the programs I used.
FOCUS
FOCUS
Model, Lighting, Material, Camera Animation, Time
Model, Lighting, Material, Camera Animation, Time
PROGRAMS
PROGRAMS
CAD, Blender, Illustrator, Substance Sampler, Premiere Pro
CAD, Blender, Illustrator, Substance Sampler, Premiere Pro
TIME
TIME
73h
73h








FOCUS
Realism, previews, and time management, were important factors in this project. Gathering inspiration through different media and creating a moodboard quickly set the tone and feel. An early motion preview of the model, setting up cameras and creating scenes, created a foundation that could easily be updated and tuned to the customer's liking. The materials, mainly consisting of brushed and sandblasted steel, as well as ceramic and plastics, were tiled with normal maps and Blender nodes to create realistic, tiled textures. I animated the cameras with slow, sweeping motions, focusing on detailed parts of the model and animating the lighting to showcase how the materials reacted to it.
Realism, previews, and time management, were important factors in this project. Gathering inspiration through different media and creating a moodboard quickly set the tone and feel. An early motion preview of the model, setting up cameras and creating scenes, created a foundation that could easily be updated and tuned to the customer's liking. The materials, mainly consisting of brushed and sandblasted steel, as well as ceramic and plastics, were tiled with normal maps and Blender nodes to create realistic, tiled textures. I animated the cameras with slow, sweeping motions, focusing on detailed parts of the model and animating the lighting to showcase how the materials reacted to it.



PROGRAMS
I used Autodesk Fusion 360 to create the main body of the model as well as the larger components. Blender was used to create smaller details and more intricate parts, such as the top adjustment knobs, middle slider, gauges, portafilter, and group head. In Substance Sampler, I mixed materials untill I had a satisfactory material finish, from which I exported the normal maps and integrated them with Blender's node shaders. Decals and text were created in Illustrator by importing fonts, finding color values and closely following references. For the final touches, I used Premiere Pro to adjust the timing to music and add effects such as sharpness, noise and bloom.
I used Autodesk Fusion 360 to create the main body of the model aswell as larger components. Blender was used to create smaller details and more intricate parts such as the top adjustment knobs, middle slider, gauges, portafilter and group head. In Substance Sampler I mixed materials untill I had a satisfactory material finish, of which I exported the normalmaps and integrated them with Blenders node shaders. Decals and text was created in Illustrator by importing fonts, finding color values and closely following referenses. For the final touches I used Premiere Pro to adjust the timing to music and add effects such as sharpness, noise and bloom.
I used Autodesk Fusion 360 to create the main body of the model aswell as larger components. Blender was used to create smaller details and more intricate parts such as the top adjustment knobs, middle slider, gauges, portafilter and group head. In Substance Sampler I mixed materials untill I had a satisfactory material finish, of which I exported the normalmaps and integrated them with Blenders node shaders. Decals and text was created in Illustrator by importing fonts, finding color values and closely following referenses. For the final touches I used Premiere Pro to adjust the timing to music and add effects such as sharpness, noise and bloom.
TIME
The planning for the project, consisting of creating an estimated timeframe, time-report sheet, and moodboar, took a combined 6 hours. The modeling stage, including modeling, UV mapping, and texturing, took a total of 42 hours; modeling was the largest part, consisting of 29 hours. Lastly, production and post-production, consisting of a motion and material preview, lighting, animation, and post-processing, came to a combined 25 hours.
The planning for the project, concsiting of creating an estimated timeframe, timereport sheet and moodboard, took a combined 6 hours. The modelling stage, including modelling, uv-mapping and texturing, took a total of 42 hours, with modelling being the largest part, concisting of 29 hours. Lastly, production and post, concisting of a motion and material preview, lighting, animation, and post processing came to a combined 25 hours.
The planning for the project, concsiting of creating an estimated timeframe, timereport sheet and moodboard, took a combined 6 hours. The modelling stage, including modelling, uv-mapping and texturing, took a total of 42 hours, with modelling being the largest part, concisting of 29 hours. Lastly, production and post, concisting of a motion and material preview, lighting, animation, and post processing came to a combined 25 hours.
ESTIMATED TIME: 62h
ESTIMATED TIME: 62h
ACTUAL TIME: 73h
ACTUAL TIME: 73h
PLANNING
PLANNING
PLANNING
MODELING
MODELING
MODELING
PRODUCTION & POST
PRODUCTION & POST
PRODUCTION & POST
SIMON TORSTENSSON
CONTACT
Mail: simonjern@outlook.com
Tel: 0701132999
SOCIAL
Pintrest
Spotify