Nov 26, 2017

| MUD - Containerhouse #7...

Since i went back to Ubisoft Montreal to work as a freelancer on one of their next AAA game, i've spent quite some time using SketchUp (SU) and was desperately looking for a solid, yet easy-to-use renderer. Martin told me about Kerkythea and it is indeed a pretty good solution for basic renderings as a starting point for paintovers. However i needed more options from the software, especially the possibility of saving different passes (depth, alpha, object Id, etc.) in order to save time in the selection process later.
Then after more research i found out about Thea Render and played with the trial version for a bit. It is a very elegant solution and has a really well integrated interface with SU.
I am currently testing Thea at work intensively to see how we can add it to our concept art pipeline, this is super exciting and i wanted to thank you Arjun for your amazing support and providing me with a full license :)
There is also a stand alone version which i still haven't used honestly but it offers many more possibilities to adjust and create textures/shaders/materials and in-depth lighting/shading settings.
But for now just experimenting with the integrated SU renderer is enough and it provides great renderings already as you can see below. Of course the final rendering quality depends on the size of your output image and the amount of time you will allow to do its magic, so if you stop early it could be very grainy. Recently i discovered that with the new resample image size in Photoshop CC ( make sure to use Preserve Details 2.0), there is no need to go for an ultra high resolution render anymore, trust me it works really well.
I'd suggest to try something in the 2.5K range and then resize it in PS and voilĂ !
The great think about working in a team is that you always learn new things. My co-workers John Bigorgne & Pat Lambert are using the Google Nik Collection and it's awesome!!! For those who don't know it, it is a powerful photo editing plug-in for PS with tons of great analog filters and photographic adjustment tools. The images below are a good example of the possibilities it offers.
Now a good render is only the beginning and i wanted to see how useful it could be in my process for some paintings for the MUD project. I have used a few models from the SU warehouse and kit bashed them to get to this point (so all copyrights belong to their respective owners) this is a very fast way to create an interesting base IMO. Final image coming soon :)
#hovercraft #mud #containerhouse #fog #thearender

Nov 18, 2017

| The Cave...

This is a project that i've worked on around 2016 for an artbook but it has since been postponed... indefinitely. I experimented a bit with Modo and the idea was to keep fleshing out some ideas for my I.P project MUD.

I want to revisit the concept of anamorphic sculptures later on other images, i think there is always something fascinating about discovering the secret hidden in the spatial layout of skewed and slanted shapes (somewhat related to the weird little guys in the foreground). This was just a test but a good base for more explorations! At the time i was still working at SEM and this explains the little appearance here by Lara ;-)
#mud #cave #modo