Saturday, 22 June 2013

Task Six - Evaluation

From start to finish this whole process has been a huge learning curve for myself. I have learned new programmes, new techniques and found out more about myself as an artists and the direction I would like to take this career with. A project like this, give the amount of freedom we had has been such a great experience and really opened my eyes to what is possible with the correct planning. Completing a task of this scale from start to finish feels great and will benefit further on in life.

The research before was quite a secondary task in my mind. I didn't realise the importance of it until now when the task has been finished. Without my research and planning I would have got no where. The countless hours of ZBrush tutorials really did pay off! Discovering the different techniques available and the broad ways of modeling something astonishes me and ZBrush will definitely now become part of my CG pipeline. To start of with when modeling I was a little rusty but I managed to find my own workflow by the end and could work at a constant pace. 

The timeline proved to be my guardian in this production process, it mentally gave myself objectives and told me if I was behind or not. Without a doubt, I would have fallen behind schedule if I didn't have it available to me. I did fall behind at many times during the project, but this was expected, I was using all new programmes, new techniques and just the sheer scale or the project was overwhelming for myself. With a 3D mesh reaching over 20 million polygons proved to be technically challenging too. On the go, I could make tweaks to my timescale in order to regain myself by finding shortcuts and substituting for some of the mesh objects - this allowed me to get back on track with the schedule. 

Of course there would be things I would have done differently and changed when I next do a project of this scale. Importantly, I would like to have a set workflow in my head that would work flawlessly, this would allow me to stick to my timescale better - it was also mean I could work without so much pressure, which would inevitably lead to me producing better quality work. Furthermore, I think I will need to think about specific details more than I did, I didn't concept for more than one angle as an example and by doing this it would have made my life much easier when modeling.

To extend further, I would have liked to have taken my 3D image further with texturing, but as suggested by tutors in the presentation phase I decided against it due to timescale and I'm not so experienced in that field of 3D - but this does give me an objective and something to learn. As i said in my evaluation preparation I would get feedback internationally through successful artists online through forums and other means of communicating, I asked a respected 3D modeler named Kamil Nowicki a few questions in his opinion of my final piece, here is the response I got from him.

"Me: At first impression, what would you change and why?
Kamil Nowicki: As it's a highpoly model, I would increase the detail on equipment parts of it.

Me: Great thanks, and also, would aspect of the model to you like?
Kamil Nowicki: I like how the character looks, at least from this perspective. You did well on the anatomy, however, the hips may be too wide. Hands and forearms are very cool."

Having feedback from someone who has worked on triple AAA titles was very rewarding and he genuinely did raise some points which I didn't notice before, this showed myself how vital feedback is in a project like this one. It also gave me motivation, I want to impress people with my work all throughout the world, wherever it's displayed, through the internet or in a gallery, my number one objective always remains to get a reaction from the audience. 

To summarise, I can say the project has definitely been a rough ride for myself, I had been very close to deadlines but thankfully I managed to meet the criteria through my thorough preparation and planning which was a great relief. Throughout my whole college experience this module has definitely taught me the most, I learned the importance of time management and keep yourself in order. I'm glad that it is over and I have managed to complete it, but on the other hand, I can't wait to begin my next project and taking it those extra steps further then before.

Thursday, 13 June 2013

Task Five - Production


This is my initial base mesh modeled in Maya, it is very blocky but is just being used a starting point to start sculpting on in ZBrush.

This is a rough anatomy sculpt I did in ZBrush to get an idea of the body shape and what the muscles will be like on the character, getting accurate proportions was vital in creating the character.

Here is a render of the body sculpt in Maya, just to demonstrate it from all angles.

Here is a rough head I sculpted in ZBrush without and details added, I was merely getting all the proportions and shaping correct. 

Here I added more minor details such as skin pores and eye brows.

Here I modeled out the base of the shoe in Maya, It took quite a while to find the correct shape and making sure that the topology flowed correctly.

Here is a picture of the shoe that was detailed in ZBrush using leather alphas and stitching brushes from online sources such as ZBrush central. 

This is the base mesh I used for the trousers of my character which was basically extruded from the base mesh of my character which then allowed me to take it into to ZBrush to sculpt on.

Here iare the sculpted trousers, the folds in the trousers were fairly trial and error to get right, but was pleased with the results in the end. I then added a few details like pickets and threads of the trousers.

The base mesh of the knee pad was create in Maya using basic box modeling techniques, it was then ready to be sculpted on.

Here I added minor details like scratches and dents on the knee pad like you would expect in real life, I tried to sculpt the materials as realistic as possible.

The belt base mesh was made simply in Maya using some tubes and cubes, it was smoothed out and make ready for detailing in ZBrush.

Here is the detailed version of the belt which is much better positioned for my character and matching my character concept. Furthermore I added a few details like a leather pattern to make it stand out. 

This is the base mesh of the shirt modeled in Maya then taken to ZBrush for further refinement. 

The sculpted shirt was fairly tricky because I had to sculpt around other objects such as the chest rig and scarf, but I was pleased with the final version. 

This is the basic chest rig modeled in Maya using common high poly modeling techniques. I ensure it was fit for detailing in ZBrush before exporting. This part took a lot reference from online images to get a chest rig that I liked and looked accurate.

I added a few simpler details in ZBrush like stitching and patterns you'd expect to see on a chest rig of this type.

The hood actually was all done in ZBrush making use of a feature called Dynamesh, this was used to get the initial proportions. From there I went on and sculpted in the folds using a more trial and error approach until the results were satisfying. 

This was a hand sculpted in ZBrush, initially I modeled it in Maya then sculpted on some anatomy onto it in ZBrush, I didn't go into too much detail for this part as it won't be so noticeable. 


This is the first final render of my character, currently it is without displacement maps which give it all the details, but I will go further ahead with the render and render it with displacement maps, I couldn't do this before because of time and resources. For the pose I took a picture of my dad to use as a reference image, this was very helpful as before I was struggling to find a pose for my character that I liked. The proportions were fairly accurate but could have done with some tweaking. 

The render tooks hours to complete but I would say the outcome was rewarding, after a quick touch up in Photoshop I printed it out and our local art supply. The print looked great on paper, but I still have the intention of rendering bigger with displacement maps as that was my initial plan. 

Sunday, 26 May 2013

Task Four - Detailed Design and Production Timeline

A timeline is an essential and extremely helpful part when it comes to creating a project, it keeps you on task it tells you if you're behind or not, makes it clear on what to do and is vital for the industry to succeed in what they do. It is also key in showing people if they are on track or not, like the clients they work for, so it is a great idea for me to create my own to keep me on track and see what I need to be doing to meet deadlines.

A timeline should include every stage you plan to do and have it linked to a certain time period, I split mine up into the different areas of CG I will take part in, it is a good idea to plan ahead so you don't fall into an complications later on, like certain aspects you missed out.


Research & Idea Generation
1st - 22nd April
At this stage I will just be researching other artists and getting as many influences as possible for my final major project. Arguably this is the most important part of the pipeline as it guides you in the right direction and springs life and ideas into your head, that is why I am spending a lot of time on this part of my pipeline.

For this part of the timeline, I managed to stick to it and completed all my research tasks without fail, this allowed me to progress with a  relaxed approach and having a good amount of workload as I was on schedule. 

Concept
22nd
For this part of the pipeline I created the character concept using traditional tools and also a bit of Photoshop retouching. It helped to visualize what I was creating, and it didn't take a great deal of time, therefore it is definitely a wise move to create one.

I managed to successfully create this concept in the given time and an added bonus I was pleased with the results I had, you can see the character concept in the production phase. 

Character Modeling
22nd - 29th
This is one of the biggest and most difficult stages of my CG pipeline, the character creation involved a lot of effort time and knowledge. I had to use as much reference as possible and continually refine my model until satisfied. I would be using Maya and ZBrush for this stage. I'll start by doing a base mesh then progressing on and detailing the model until I'm happy with the results.

At this point I fell behind schedule, the character modeling stage to hours longer than expected and held me back in the production phase, although I did have an enjoyable time doing it, I did have to find ways to make up for lost time, but as I had been told by a tutor, not many actually manage to keep to a production timeline.

Shading
19th - May 1st
This is one of the more simpler tasks, it is to create a basic material shader for my character, this is what defines the surface material properties of an object. This is an enjoyable part of the pipeline and gives great pleasure to experiment and see what different kind of effects I could come up with.

During this phase I managed to successfully keep up with my schedule and get myself back on track with where I was suppose to be. I decided to make my character slightly translucent almost as if he was a clay model, I thought this was very effective when it came to the render. 

Lighting
May 1st - 13th
During this part I had to create a basic light setup for my 3D scene, there was lots of reference and tutorials online that I could use for something like this. Lighting has always been a passion of mine when it came to doing CG, therefore this was a phase I was looking forward to doing.

The scene was lit using the common three point lighting rule, just three lights creating a key light, rim light and others. I used a mix of warm and cold colours to create nice contrast on the model, I used three area lights to light up the character.

Rendering
13th - 27th
This part was more of the technical side of CG, it involved tweaking values until all of the noise is removed from the render and it becomes nice and crisp. There are many more in-depth controls that can be used and gives great control on the overall appearance of the scene such as the anti-aliasing - it gives subtle differences but can have big effects.

For my scene I rendered it out with a new renderer called 'Arnold' it worked in a way that all the lighting was physically accurate and I only had to adjust the values to remove any noise coming from the render. This bought me some time as opposed to using a renderer like 'Mental Ray' which takes a lot longer to perfect your CG render.

Post-Production
27th - June 20th
For this part of the pipeline I will have to composite my render and colour correct it until I am satisfied with the final look. It is basically touching up the image in Photoshop and making any minor tweaks I can to improve the image as a whole using basic tools.

This part was probably the most enjoyable for me, it allowed me to experiment and see my final image come to life, I could spend hours playing with the colours seeing what different kind of effects I could come up with. This phase went reasonably well without any problems. Here I successfully tweaked the image and got it ready to be printed at 300 DPI.

Friday, 3 May 2013

Task Three - Idea Generation, Presentation and Approval

PROJECT PROPOSAL

Summary of project:
Currently my project is a character set in a post-apocalyptic landscape, for this project I will be using 3D as a tool for illustration. I will be producing a single, high resolution image - involving heavy detail of 3D objects using the software package ZBrush. In conjunction with this I will be using Maya, to involve a number of technical processes. However, I still will have strong artistic input on my image, ensuring my initial vision is projected accurately into this illustration.

For this project I plan to go for a realistic style, to achieve this I'll be using advanced lighting techniques I have researched, such as Global illumination. Modeling of the character and the detail presented on him is what I will concentrate on. There will not be any textures as this is merely a modeling task. I'll prioritise my character over the environment, putting a majority of my time and effort into it as it will be the main focal point.

The illustrations main influence is from the recent television series and game 'Defiance'. The game is a great resource for myself, the content is unique and has a similar style to what I want to achieve. I've been looking at some of the 3D artists work on Polycount.com, it's been helpful for me in this project and the preparation involved.

Inspiration for project:
For the project I've decided to go ahead with a post-apocalyptic theme, seen in the likes of games like Fallout 3 & RAGE. This means I will make most of the objects in the scene appear grimy and weathered down. I plan to make it seem like this character is set upon a baron wasteland, you'll get the impression that it is a hostile landscape by the offensive appearance I plan for my character.

Much of the influence for the image will come from games set in a similar genre, specifically 'Defiance'. Furthermore  I've been looking at character artists to give inspiration for mood and intricate details- like the one you see on the left by Sebastian Schoellhammer. The atmospheric lighting and realistic shading, particular emphasis on the skin shader, is something I want to try and achieve.

Intended production plan:
For the production phase of I will be using Maya for the base modelling, setting up the scene, lighting and other various tweaks. Arnold will be used for the rendering process. ZBrush will be used for the fine details on the character such as skin pores, it will also be used for rendering out displacement maps to transfer from ZBrush to Maya. Mari will also be introduced into my pipeline which is a learning curve in itself for me, I will be using this for 3D texture. Finally, Photoshop will be used for some texture tweaks and compositing the render passes in the final stages.

Timeplan:
Week 1
Characters Design
3D Modelling

Week 2
Finished Character Modelling
Environment Modelling

Week 3
UV Unwrapping

Week 4
Shading

Week 5
Lighting

Week 6
Rendering

Week 7
Post-production

Preparation of evaluation:
For my evaluation I will ask myself questions like: What could I improve on? What am I pleased with? What would you do differently? What would you change in your production pipleline? I'd also get feedback from someone doing a similar subject area, therefore I would get relevant feedback. I could also post it in online forums such as cgsociety.org, this means I can get feedback from people internationally.

IDEA GENERATION
After figuring out what I want to to do for my final major project, which is a 3D still image used as an illustration. But this was only ideas coming from myself and it is always helpful to get a different set of eyes view on things which may end up making the piece of art better. I found it was important to ask others for their opinion and I shall do so thought my stages of work.

I interview a number of friends in my class and furthermore family at home, this gave me a broad insight into view of others at a variety of age groups. The main objective was to really see if they thought my idea was a good idea and if it should be changed at all, here is what I asked each of them:

What is your favorite genre out of the following:
- Steampunk
- Post-Apocalyptic
- Dark/Horror

As a weapon, which would be more unique:
- Pickaxe
- Sword
- Hammer

Do you typically expect a character in a situation like this to appear heroic?
- Yes
- No

The results I got from the questionnaire were vital in moving forward with the decision of what I wanted to do and ideally, a majority liked my initial idea the best which led me to move on forward, but I did gather some helpful suggestions which I shall implement into my final piece.

To further my choices I decided to make my own mind map just to visually see what possibilities I had, it definitely opened my eyes to things and many more ideas started springing into my head. I put the mind map into six sections: assets, weather, character, environment, weapon, style. This would give me a strong insight into every aspect of the image, you can see the mind map below.


Having this mind map made my life easier when it came to choosing the smaller details of my image. It allowed me to move forward and confirm the ideas in my head, which meant I could go ahead and sketch out a quick concept for my character, I felt this is the only thing I would need to sketch as it is the main focal point of the scene.

Sketching is an important part for my development on my final major project, it allowed me to put all the ideas and inspiration down on paper and have something to go by when it comes to actually 3D modeling it, I could not do it without it. Much of the inspiration came from films and games I had seen and specifically games like 'RAGE' and 'Defiance'.





My sketch incorporates a civilian look mixed with a military type appearance, I think this is something you would commonly see in a post apocalyptic environment. My skills do not lye with drawing so I am please with what I have produced and will be using this a concept when it comes to modelling. The next stage would be to take it into Photoshop to play around with tone and colour.

Friday, 12 April 2013

Task Two - Research and Experimentation

Arseniy Korablev
Korablev is a Russian based 3D artist, notorious for mechanical Steampunk themed still images. His main applications used are 3DS MAX, Photoshop and VRay.

His piece 'Rusty Sky' uses musky colours, possibly to symbolise the pollution from the industrial landscape in which this building sits it. Browns, greens and yellows are the three main colours used to form his work - all of which can be related to pollution and something acidic.

Korablev has gone into heavy detail in his building, it appears to be formed by thousands of pipes, valves and cogs; I find this interesting as it gives the eye allot to see and discover. The building is sitting on what looks like a floating surface suggesting it's in a futuristic era. All the edges are mangled and a majority of the scene is destroyed, going into great detail to show the complex network of wires exposed to the air.

The gradual fall off of the building into the polluted sky is a harsh warning to reality what the earth could be facing in the future unless things change and we stabilize the amount of pollution being pumped into the atmosphere.

Korablev has produced a complex Steam-Punk themed piece of art, composing it in a very effective way and draws you in to discover more in the picture, yet at the same time I believe he's added a message to the world in it and what the earth could become.

Experimentation Normal Mapping - 1
Aresnity Korablev made use of normal maps to bring out the details of objects in his scene, I did an experiment using the same 3D techniques to see if I could achieve something similar. Below you can see my experimentation, the normal map has made the surface appear to have bumps and crevices when it is just one single polygon plane. 

Above you can see the normal maps I used for my normal map experimentation. The RGB values are what gives the information to your 3D package on how to create the illusion of depth. 

Nikita Veprikov
Nikita is a Ukraine based 2D digital artists, mainly producing her work with Adobe Photoshop. She actually occasionally implments 3D modelled objects into her scene, which can be a time saver. She specialises in fantasy characters and is known for capturing life in her pictures.

This particular image draws attention to me because of the strong use of lighting. the volumetric effects in this really create and atmospheric scene and gives you a good impression of the sky outside.I personally love, the dust particles floating around him - it gives it a rustic appearance. The characters disproportionate figure gives the image a humorous appearance and a cartoon influence style. I find it interesting that the face doesn't have a great deal of detail, just some soft shading. However, the armour and scene around him has a decent amount of detail. Such as the armour has intricate scratches and a weathered appearance to it.

This surreal CG image straight away got my attention. It's composition gives it a subtle atmosphere and neutral impact by using a green colour scheme. The character is very unique and intriguing and gets you to look deeper into the image to understand it's origins and what it's about. I like the way nature has been implemented into the image, the organic forms and use of vegetation adds to its subtlety. Furthermore, the use of wooden furniture follows the theme of nature & earth.


Experimentation Lighting - 2
Experimentation - 2Veprikovs work often has strong emphasis on lighting, the lights are often powerful and eye catching. In the piece above the volumetric lights really help build on the atmosphere and set the mood for this character. I decided to go ahead and play around with lighting in Maya as I will have to light and render my final project, I used some models I previously models as examples to light.

In the image above you can see the lighting setup I used for my scene, it is simply just one skydome light and one area light and the results are very pleasing, this gives me confidence when it comes to lighting to final project and tells me it is achievable. 

Experimentation Photoshop - 3
For this experimentation I did some practice is post production which was evident in all the work I looked at. This process involves tweaking the colours and overall look of the image in post production software such as Photoshop, which I would be using for my final image. 

You can see the comparison between the raw render and the final composited image, simplistic tweaks to colours can make a huge difference in terms of realism and the impact of the image, this is something I have always been interested in and will concentrate a lot on in my FMP.

Alessandro Baldasseroni
Alessandro is a 3D artist, specialising in character creation usually to realistic standard. This particular image is a stylized character and an artist’s interpretation of a soldier. The objective of this image appears to be experimenting with posture and realism in a render.

There is a humorous mood to the photo, due his facial expression and his body shape is not typical for a soldier, facial expressions play a role in the overall atmosphere for image and the impression it’s giving to the audience and in this case it’s humour. Detailed texturing and shading has been used on this image for realism even though it is a fictional cartoon character, adding realism can usually expresses a concept more easily for the audience to interrupt.

Lighting has played a key role in achieving the realism; you can see that he is being lit from multiple sources which is usually the case when you’re in an indoor environment. The soft shadows create a calm feel about the image and along with the position he is in, there is no aggressive aspects to the image, which is not what you would expect off a soldier. Specular lighting on his boots and pouches gives you a better idea of where the light sources are coming from and on top of that it creates more a more accurate interaction with light.

The impact this image has on its audience is most definitely humorous, and drawing attention to detail is another objective Alessandro wants to achieve. Cartoon characters generally aren't too detailed, but it is different in this case and I believe the added realism gives image more life as a character.

Experimentation Posing - 4
This experimentation is based on Alessandro's work, you can see in his 'soldier' image the pose of the character is vital to giving the impression he wants to give. I did my own experimentation on a preset character in ZBrush, the idea was to see if I would easily be able to pose a character as this is what I would like to do for my final image, you can see the results below. 

Experimentation Detailed Modeling - 5
Many of the artists I research had a strong emphasis on detail and this is something I would like to achieve in my final image. To experiment this I decided to create a simple pickaxe in ZBrush and add extra fine details such as the crevices on the wood of the pickaxe. In my personal opinion this experimentation was successful and showed that I was capable of going into the amount of detail as planned. 

Experimentation Evaluation
Research played a strong role in my experimentation it showed myself what is possible in terms of software packages. Furthermore, I can gather research on problems that previous people encountered doing similar style imagery to myself. Alessandro Baldasseroni encountered some problems with normal mapping in his military character as an example. The research gave my inspiration for my idea in terms of composition, lighting, atmosphere and intricate details on 3D models, I plan to implement aspects of my artist research in my final image.

The experimentation process was to show and learn if what I planned to do was achievable. It was beneficial to myself, it showed me that a majority of the technical side of my experimentation is possible to do. I started off by looking at normal mapping, a process used to simulate rough/bumpy surfaces through illusion of light. This went successfully, you can see the images above demonstrating the outcome for this.

Wednesday, 10 April 2013

Task One - Outline Ideas

During my time on the course I've figured out that 3D modelling and using 3D as a media to create art is a route I plan to go down. On the basis of this, I would like to use 3D modelling to create a realistic illustration for my final project. The images below demonstrate some aspects, like composition & lighting I would like to introduce to my final image. A common theme found in the images below is the detail and realism achieved in them all. This is something I would like to attempt on my own using the knowledge I have gained in 3D packages over the duration of the course. 

Reasons for choosing 3D modelling in illustration:
  • The high attention to detail and accuracy in the models.
  • More freedom and control than other digital art areas.
  • Always had a strong appeal for this specialism, throughout and before college.
  • Very versatile and flexible in the tools used.
  • I plan to go into the 3D/VFX industry in later life.
The images below have acted as inspiration for the outline of my ideas, allowing me to get an initial idea for what I want my idea to be and look like.

In Strazlkowskis' work he has immpressively used ZBrush and Photshop together to create a visually pleasing structure. The intense attention to detail and clever conjunction with Photoshop caught my eye in this particular image.

This is a portrait of Clint Eastwood created entirley in Maya, ZBrush, Vray & Photoshop, which ironically is the same toolset I plan to use. Obviously I won't be able to achieve the same realism in the space of time, but it shows what is possible.

Here Guang Shi has modelled a Steampunk character which is the same theme that I would like to have for my image. I like the attention to detail and use of metals, not to mention the outstanding lighting and rendering skills. 

In the image by Francesc Camos, I payed attention to the cliffs, rocks and the organic forms of the environment as opposed to the actual characters in the scene. I chose this image because I plan to include organic sculpts in my scene, like the rocks we see above.

20130327_mining_img02
The image above by Herzog is a 2D concept piece of art. Here I was looking at the lighting of the scene and not so much the content of the image. I felt the image had an intense and dramatic atmosphere, something I would like to implement in my final image. 
By Marius Herzog (http://www.scriblab.de/?p=1498)


Presentation & Ideas Feedback
After a short 10 minute presentation, explaining the basis of my ideas and how I plan to approach it. I gathered some feedback and suggestions from our tutors and peers. A number of issues were raised including the following points:
  • They said it was an ambitious project and may have to concentrate on one area of it, like a character, instead of including both a character and environment. 
  • He suggested doing tutorials on my own behalf to get the technical skills required.
  • To keep an organised workflow in order to manage my time well. 
  • Keep my work original & unique.
  • Recommended looking at similar artists who specialise in character modelling. 

Tuesday, 9 April 2013

Journal

Wednesday 10th April 2013
Researched different artists to give myself inspiration for my own piece, the artists included Alessandro Baldasseroni, one of my favorite 3D artists, I analysed their art work and wrote about them.

Thursday 11th
Presented my ideas and got feedback one what to change. As a result of this I decided to take out the idea of texturing my character.

Friday 12th
Researched further into different games and films.

Wednesday 17th
Played around with normal maps and experimented with displacement mapping, a technique I plan to use.

Thursday 18th
During this stage I did my mind map to gather ideas for my final project.

Friday 19th
At this point I made some development sheets for my character

Wednesday 24th
Here I did a development sheet for my environment.

Thursday 25th
I did a rough sketch for my character concept.

Friday 26th
Finished development sheet and character sketches.

Wednesday 1st May
Produced a presentation in Prezi.

Thursday 2nd
Wrote up my project proposal to be presented.

Friday 3rd
Carried on project presentation plan

Wednesday 8th
Presented to the whole class and got helpful feedback.

Thursday 9th
Started a time plan for myself

Friday 10th
Continued with the time plan for my final project.

Wednesday 15th
Began blocking out the base mesh.

Thursday 16th
Started doing an anatomy sculpt of the chest

Friday 17th
Finished anatomy sculpt and began looking at the head.

Wednesday 22nd
Started the base proportions of the head.

Friday 24th
Finished the head and modeled the shoe completely.

Thursday 30th
Modeled the pants in Maya and ZBrush

Firday 31st
Modeled the belt in ZBrush

Saturday 1st
Modeled the shirt in Maya and ZBrush

Sunday 2nd
Continued work on shirt and modeled the chest rig.

Wednesday 5th June
Detailed the chest rig.

Thursday 6th
Modeled the forearms.

Friday 7th
Modeled the scarf and sculpted it around the body.

Wednesday 12th
Modeled the Knee pads from start to finish.

Thursday 13th
Began to export and UV the whole mesh to Maya from ZBrush

Friday 14th
Setup up the basics of lighting.

Monday 17th
Tweaked render settings and overall cleaning up of scene.

Tuesday 18th
Began to render it out after many draft renders.

Wednesday 19th
Composited the image and printed it out the next day.