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Fireplace
Responsible for All
Programs Used
- Maya - Rendered in Arnold - Zbrush - Substance Painter
Final Renders
Research Examples
Textures
Architecture
Material Combinations
Process Work
Maya
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Modeled the room first and unchecked Double Side
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This lets the side facing the camera be transparent
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Continued to work on the rest of the models
Hair and Cloth Sim
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Used XGen to create broom bristles
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Used cloth sim for curtains
Wire Frame Shot
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low poly
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curtain higher poly for sim
Zbrush
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Brought some models into zbush to model and retouch such as the Note and fireplace tools
EX: Zbrush
Substance
EX: Early Color Coding Process
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Color Coded to Prep for Substance
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This process makes it easier to texture individual parts by either being able to do different textures on one model or bring in multiple models at once
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Transferred to Substance to create textures
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Importing back into Maya to apply textures
EX: Part Hand Painted Bricks
Lighting
EX: Light Elimination and Build Up
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Started with Skydome
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but without a HDRI map
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Added Area Light to the window with Directional Light for softer shadows
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Focused in on different areas to show shadows in specific spots by layering lights
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Used a GOBO Light with blocks to replicate specific light patterns and emphasize the window shape
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To recreate this room I matched up the window image and placed a glass window in front on a plane
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Light linked to specific objects to prevent lights effecting the image but still allow it to effect the room
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Used Light Blocker to darken some shadows
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Rendered in Arnold
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