Behind the scene

.01  Final High poly 3d sculpt

22

.02  Reference material and shape blocking in Maya using Bi-Rail surface generation tool

33

.03  Zbrush Magic – Retopology.  Zmodeler. Custom array mesh.

44

.04  Dynamesh. Clip Brush. Clay Buildup. Trim Dynamic and insert mesh for stitches and straps

55

.05 Low poly and high poly preparation for texture baking. UV and Material ID in Maya. Texture creation in Substance Painter.

66

.06  PBR Material with RGB color map in linear space, RGB Map with Metallic (B) ,Roughness (G), Ambient Occlusion (R)  and Normal Map 

77

.07  Cloth modeling using Marvelous Designer

88

.08  Draw pattern and drape in T-pose. Simulate and pose. 

99

.09  Creating the den

1010

.10 Establish space based on realistic architectural constraints. Block out bearing wall and column layout. 

1111

.11  Establish lighting and further refine set location

1212

.12  Select key props to further enhance the mood

1313

.13  Building the coolest bike ever

1414

.14  Research and inspiration. Ferrari 156 F1 Dino concept car. Raphael Laurent Tron Concept sketch.

1515

.15  Gathered Engineering CAD Data of engine, wheel and bike frame. (Source: www.grabcad.com)

1616

.16  Mixing reality and fiction

1717
1818

.17  Adding the soft touches

1919

.18 Bringing everything together by leveraging the power of the Unreal Engine

2020

.19  Balancing hard line, with curves and soft focus.

2121

.20  Wireframe of scene showing light location, geometry and camera placement

2222

.21  Color pass

2323

.22 Reflection pass

2424

.23  Detail lighting pass

2525

.24 Composite image

2626

.25 Welcome to real-time cinematics. (In engine real-time shot via sequencer interface)

2727

.26  Framing of shots and lenses selection
50mm Prime / f2.8

2828

.27 50mm Prime / f6.5

2929

.28  30mm Prime / f16

3030

.29  50mm Prime / f22

3131

.30 50mm Prime / f2.8

3232

.31  50mm Prime / f22

3333

.32  50mm Prime / f22

3434

.33  The tools

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