Some of my 3d lookdev, lighting and rendering for the 2012 film 'Oblivion.'
LookDev of the Energy Car in Houdini and Redshift. Lighting and rendering of shots.
Orc Lookdev Lighting, Rendering, Precomp Face Base Texturing Seungnam Yang His Artstation = https://www.artstation.com/seungnamyang Modeling HyunSub Ahn
As a 3D artist at Ocellus Studio, I have the pleasure and opportunity to work on asset production for BoomBeach Frontlines, working on modeling, LODs, lookdev, lighting and rendering. Space Ape Art Team : Art Direction Ocellus Art Team : Art Direction, Concept, High Poly, Low Poly, Lookdev, Rig, Render - - - - - - Ocellus team: Art director : Jordan Parrin Lead 3D: Anya Mozharovska Lead Animation and Rig: Justine Viel - - Concept: Jordan Parrin High Poly: Yann Demange Low Poly: Yann Demange LookDev: Mykhail Klymenko Rig: Michael Spokas Render: Yann Demange Compositing: Anya Mozharovska https://www.artstation.com/ocellusart
Hello community! I am happy to share with you some of my favourite projects I worked on for Ocellus and Supercell last year. For the first 3 characters (Barbarian King Party, Barbarian King Pirate, Grand Warden Pirate) I was responsible for model-sculpt (excluding base mesh) and UVs/ texturing and lookdev part. For Super Minion I did barrel modeling as well as retopo, UVs, texturing and lookdev of the character. For Super Witch - retopo and UVs/texturing/lookdev For Magic Archer - texturing/lookdev Icehound and Ice Pup - texturing/ lookdev This beautiful work is of course the effort of the bigger team of artists, who did an amazing job on concept designing, posing, lighting and rendering the final images. The people that worked in our team to create these great characters are: Supercell art team : Art direction and Concept Ocellus Art team : sculpt, lookdev, rig, posing, lighting and lowpoly model Ocellus team: Art director: Cyril Corallo Lead Character sculpt: Mariano Tazzioli Lead Lookdev and Lighting: Anya Mozharovska Concept: Chris Palamera/Xavier Houssin Rig : Michael Spokas/Justine Viel Posing: Justine Viel/David Encinas Sculpt pose: Mariano Tazzioli/Nicolas de Aquino/Mykhail Klymenko/Bruno Macedo da Silva Lighting: George Damiani/Bruno Macedo da Silva/Nicolas de Aquino/Mykhail Klymenko Compositing: George Damiani and Bruno Macedo da Silva Lowpoly model: Morgane TARTAIX Please check out their portfolios too!
Final lookdev of the Hogwarts asset - 3rd WIP of my biggest up to date personal project of recreating Hogwarts establishing shots from Harry Potter movies. Modelled in 3ds Max, uv-ed in Maya, textured in Mari and Substance Painter, rendered in Clarisse and comped in Nuke. Also used Quixel megascans and Houdini for some procedural cliffs. Especially texturing was interesting. I have used Painter to generate ISO masks for use in Mari, textured all the brick in Mari, and the rest of the materials (roofs etc) were textured in Painter, as it didn't take too many udims as the brick. Also it was my first time using nodes in Mari - and it is waaay better than layers. Not coming back to layers. I was blown away with Clarisse - the speed and interactivity of rendering such a huge assets poly-wise, UDIM-wise and displacement-wise - it was just insane. Definitely going to use Clarisse more often for big environments - highly recommend to anyone. The project was a cool test for my new workstation rig - Rendered the turntables overnight on the 16-core Ryzen 3950x - lets just say it passed the test :D The project is not done yet - I am currently working on some stills - going to recreate some of the establishing shots of Hogwarts from the original Harry Potter movies. Coming up soon! I am also going to release a making-of featuring modelling, uv-mapping, texturing, layout and lighting in the end. Huge credit to the awesome Isotropix team for letting me render it without a watermark. Huge credit to Pawel Rosiak for saving me with the comp :D
3D lighting & rendering
KTGY
i was responsible for creating the massive environment & layout including set dressing - asset lookdev - set lights - lighting -shading - rendering - compositing it is a great effort trying to study forest Layout design since i created this project about 3 months ago start with basic blocking for layout in Autodesk Maya then start creating assets in SpeedTree like tree and grass from scratch then start creating layout in Clarisse iFX hi by @mony ghazy https://www.artstation.com/monyghazy FX by : Amal youssef
For this I made the LOOKDEV of the character and also LIGHTING for the Ingame Pose. I was also Lead for the Marketing Pose, giving feedbacks and managing the work along with the artist. I´m really glad for Ocellus Studio and Supercell for the opportunity of working with such cool characters. You can check the whole team, on the credits below: Supercell art team : Art direction and Concept Ocellus Art team : Sculpt, lookdev, rig, posing, lighting and lowpoly model ----------------------------- Ocellus team: Lead Charater sculpt: Mariano Tazzioli Lead Lookdev and Lighting: Anya Mozharovska and Bruno Macedo da Silva -- Sculp : Nina Tarasova Lookdev : Bruno Macedo Rig : Michael Spokas Posing: Justine Viel and David Encinas Sculpt pose: Mariano Tazzioli Lighting: George Damiani and Bruno Macedo da Silva Compositing: George Damiani and Bruno Macedo da Silva Lowpoly model: Morgane Tartaix
Last year, I had the amazing opportunity to work on the Elden Ring trailer for From Software at Unit Image. This was my first project as an environment / lighting / compositing supervisor and what a chance ! Thanks to Unit image for their trust and huge thanks to From Software to let us work on this incredible project and wonderful world ! Aside from my role as a supervisor, I did some lookdev / modeling / texturing / lighting / rendering / compositing on the project. Credits to Ayrwann Mary, Hermance Bailly, Lucie Delvaux, Dorian Marchesin and David Bruyère who works with me in the environment / lighting / compositing department on this trailer. Hope you like our work and (with no doubt) the game.
Hello everyone, we're so excited to share with you all our last personal project that my friend and I were working for the past month. My role was focused on, Sculpting, Texturing, Lighting and Comp. While Yogev's role was focused on Lookdev, Grooming, Lighting and Comp. For this project, we used maps and resources from Texturing.xyz, like the new Multi-channel maps + Brown iris maps. I used Zbrush for sculpting and detailing, and Substance Painter for hand painting skin and spec, Comp on Photoshop. Yogv used Xgen for grooming, Lighting and look dev on Maya and Vray for rendering, and Comp on Photoshop. We really hope you will like it. Yogev's Artstation: https://www.artstation.com/yl3d-art
Lets Make some Lamps!Head to https://squarespace.com/derrk to save 10% off your first purchase of a website or domain using code DERRK.In this video we're go...
Recording of the FREE Webinar! I'll be covering a lot of important stuff for proper Interior Scene Setup with 3Ds Max and VRay.Click the LINK below to get th...
In this tutorial, you learn to render a 360° Panorama of your 3D scene that you can view on your mobile device or with the help of a Google Cardboard.Level: ...
WIP of the lookdev of this character. Learning Katana for this project. Lots of fun so far!
Easy method for balancing Exterior lighting by using HDRI + VRaySun + IES Lights and VRayPhysCam. Get FAST Rendering results with PRO Tricks
ECHenry's take on the Sentinel Class shuttle. Improving all the oddities of the original and the one from Rebels show, this Shuttle now has a coherent design language, alongside with the Lambda class in style and detailing. It features a foldable
Amazon.com: Unreal Engine Lighting and Rendering Essentials: 9781785289064: Moniem, Muhammad A.: Books