Project showcasing my texture study. All ground cover textures were photo-scanned from real-life assets.
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
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
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.
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 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:
Various Hard-Surface Modeling projects
Various Natural Environments
Datsun 240Z