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

Instagram

Pintrest

Spotify

OTHER

Cv

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