Archivo de la categoría: Arnold Render

Future-Verse

I worked on this personal project to explore and try new workflows and techniques and bring my own approach to what Sony did in «Spider-Man: Into the Spider-Verse». As many others, I felt in love with that movie. My friend Joaquin Alme modeled a cute low-poly Delorean some time ago and I just thought it would be fun to do some stuff mixing those two concepts and trying to keep the look and feel of Spider-Verse as a main reference.

Everything has been done using Maya, UV Layout, Arnold, Substance Painter, Photoshop and Nuke.

(Please, click on the images to see them at full size)

The next images are just for breakdown purposes

My main references from the movie, downloaded from animation screencaps and property of Sony Animation.

So, first of all, I just unwrapped the Uv’s and textured the car quickly. I usually only use Substance Painter for masking and baking in my worklfow, but in this case I didn’t want to spend much time on that. Don’t get me wrong, I love the software but in this project the focus will be shading and comp, substance is great, quick and easy.

Next, I just placed some blocks inside Maya as the basic city structure. My idea was to paint and project the whole city through the camera and don’t waste time on modeling to push up my painting skills.

Then, I lightened the scene in Arnold using around 15-20 lights. After rendering the car, the ground and the city separately, I saved the exr files with all the AOVs.

CryptoMaterial

In addition, a sample for the diffuse textured I painted for the ground and the shading mixing the road with some wet areas

Finally, I build a shader for the dots and lines comic patterns, using ramps, ai Range and UVTransforms to place the patterns through the camera and being affected by the lights in a different way

At the end, I composed all the AOV layers from the car, road and the city projection in nuke

Thanks for reading if you have been throughout the whole process! :)

Studio Kimchi

Some texturing & shading work I’ve done for Studio Kimchi (animation studio based in Barcelona & better guys!) from time to time, including projects for Polaroid, Fadecase & the UN Refugee Agency (please, check out their website in the link above for breakdown and details)











render detail


POLAROID

Polaroid Pop from Studio Kimchi on Vimeo.








UNITED NATIONS REFUGEE






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Props & Sets for Fun!

Here I’ll be posting some of my personal work I’m doing for fun in my free time, sadly, not much ^^

Hope you enjoit it!

A GENIUS ROOM

For a long time I’ve been working in a scene in my spare time (unfortunately, not much). I love french animation and their gorgeous approach & style to any kind of animation so when I saw the great job that Grégory Georges did on Despicable Me 2 I automatically thought it would be so fun to model and paint some of their concepts! I pick up this messy room because from my shading artist perspective it has every kind of material and shape you could almost imagine: from metals, to plants, plastic, pictures, plush toys, liquids..

Hope I could finish it soon and give the whole scene a proper lighting. Meanwhile, get a sneak peek :)

PD. You could out more of Grégory’s work in his website http://gregory-georges.com/







ANCIENT CHAIR

This chair was modeled by my friend Joaquin Alme

chair

chair

chair

woodTextures

clothTextures

POLILLA’s HORSE

Next post it’s a collab with my friend, colleague and great rigger Carlos Contreras aka Polilla (mothman) http://www.mothman-td.com/. He rigged a horse and asked me for a viewport texture for animators. Textures are hand painted and again, it’s just a viewport texture so I kept it simple :)

horse textures

horse textures

horse textures

horse textures