Behind the scene
.01 Final High poly 3d sculpt
.02 Reference material and shape blocking in Maya using Bi-Rail surface generation tool
.03 Zbrush Magic – Retopology. Zmodeler. Custom array mesh.
.04 Dynamesh. Clip Brush. Clay Buildup. Trim Dynamic and insert mesh for stitches and straps
.05 Low poly and high poly preparation for texture baking. UV and Material ID in Maya. Texture creation in Substance Painter.
.06 PBR Material with RGB color map in linear space, RGB Map with Metallic (B) ,Roughness (G), Ambient Occlusion (R) and Normal Map
.07 Cloth modeling using Marvelous Designer
.08 Draw pattern and drape in T-pose. Simulate and pose.
.09 Creating the den
.10 Establish space based on realistic architectural constraints. Block out bearing wall and column layout.
.11 Establish lighting and further refine set location
.12 Select key props to further enhance the mood
.13 Building the coolest bike ever
.14 Research and inspiration. Ferrari 156 F1 Dino concept car. Raphael Laurent Tron Concept sketch.
.15 Gathered Engineering CAD Data of engine, wheel and bike frame. (Source: www.grabcad.com)
.16 Mixing reality and fiction
.17 Adding the soft touches
.18 Bringing everything together by leveraging the power of the Unreal Engine
.19 Balancing hard line, with curves and soft focus.
.20 Wireframe of scene showing light location, geometry and camera placement
.21 Color pass
.22 Reflection pass
.23 Detail lighting pass
.24 Composite image
.25 Welcome to real-time cinematics. (In engine real-time shot via sequencer interface)
.26 Framing of shots and lenses selection
50mm Prime / f2.8
.27 50mm Prime / f6.5
.28 30mm Prime / f16
.29 50mm Prime / f22
.30 50mm Prime / f2.8
.31 50mm Prime / f22
.32 50mm Prime / f22
.33 The tools