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WOJCIECH PIWOWARCZYK

Environment Artist

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ArtStation Challenge: 1st Place

Sci-Fi Engine

Fallen Tomb

Project showcasing my texture study. All ground cover textures were photo-scanned from real-life assets.

Quixel Megascans beta

This is a project I did for Quixel as a part of closed beta for Megscans. Megascans is upcoming next-gen photo-scanned, calibrated texture database.

More information about Megascans here: http://quixel.se/dev/megascansintro

The Design Solution: Head of 3D

I joined The Design Solution in 2013 to rebuild 3D department from ground up. I was responsible for developing pipeline, including writing tools to improve efficiency of production, working with IT Manager to set up workstations and render-farm. I was providing on-the-job training, project management, on-set CG Supervision, budgeting , recruitment of new team members and providing advice for R&D.  But most importantly I made sure there are strong bonds holding the team together, which I achieved by getting my hands 'dirty' and always being part of the production and doing job that needs to get job rather than cherry-picking tasks for myself. During my time at The Design Solution I worked as a Lead 3D on tens of animations and produced hundreds of architectural visualization images.

All that wouldn't be possible if not an amazing team and very talented artists I had a pleasure to work with. And I would like to list their names here as they deserve credit for this work as much as I do:

Jordi Canela

Giacomo Arteconi

Guillermo Balbastre

Raffaele Grande

Javier Lobato

Viktorija Greičiūnaitė-Zalieckienė

Tom Johnson

Pedro Fernandez (Arqui9)

Tomoya Hearnshaw

Carlos Mazon Godoy (WIRE Collective)

Petr Titera

Armando Lombardo

Estefania Peral Casin

Matthew Moult

George Antonopoulos

Jean-Charles Meunier

 Carolina Espinosa Aramburo

Karolis Nekrosius

Fernando Lechuga

The Mask

Project inspired by the beautiful architecture of Sainte-Chapelle in Paris. I was responsible for the entire production of the project. Primamy modeling and assembly was done in 3dsmax, sculpting and detailing with ZBrush, texturing and shaders with Substance Designer. Rendered using V-Ray and final compositing done in Nuke.

For this project I had to develop a specific workflow because of it's extreme scale - recreating entire interior of Gothic cathedral. Final scene was assembled from 500 unique assets, final polycount: 150 million polygons, complete ZBrush sculpt: 2 billion polygons then baked into normal and displacement maps, in total 2500 unique textures were used. All of that to provide enough variation to aviod obvious repetiton of elements.

Photo-Scanned Textures

Recent study I did on recreating natural environment assets and photo-scanning textures. The final result was over 200 assets with high quality 4K textures that will be available to download for free later this year.

Real-time visualization

Real-time animation created using Unreal Engine 4. This gallery contains frames captures directly from real-time animation and no further adjustments were made.

Full animation is available here:

https://vimeo.com/152215911

Hard-Surface Modeling

Various Hard-Surface Modeling projects

Natural Environments

Various Natural Environments

Train Bogie

Datsun 240Z

Datsun 240Z

ArtStation Challenge: 1st Place

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Sci-Fi Engine

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Fallen Tomb

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Quixel Megascans beta

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The Design Solution: Head of 3D

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The Mask

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Photo-Scanned Textures

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Real-time visualization

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Hard-Surface Modeling

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Natural Environments

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Train Bogie

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Datsun 240Z

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