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Project 101

It's time to reveal the Project 101. It was very inspiring to collaborate with four other students to build this world.
I was in charge of building and rendering the environment with some assets made by me and my mates.
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Max Spiegel : Environment TD - https://www.linkedin.com/in/max-spiegel/
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Marc-Antoine Déziel : Compositing - https://www.linkedin.com/in/marcantoinedeziel/
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Alexandre Ouellette : FX Artist - https://www.linkedin.com/in/alexandreouellette/
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Ariane Paquette : Texturing - https://www.linkedin.com/in/ariane-paquette53/
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Charles Bibeau-Jubinville : Animator - https://www.linkedin.com/in/charlesbibeau-j/
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Many thanks to Marc-Antoine Déziel who taught me how to use Nuke for a real project, Samuel Côté, Jean-Pierre Flayeux and Matthieu Chatelier for his useful reviews.

Dino Beast Maya Rig made by Truong.

Our inspirations. On the left, you can see some pics from the trailer of Beyond Good and Evil 2. On the middle, there are some pictures of Taiwan and the famous tower Taipei 101. On the right, some inspirations of the Movie King Kong and New York.

Our inspirations. On the left, you can see some pics from the trailer of Beyond Good and Evil 2. On the middle, there are some pictures of Taiwan and the famous tower Taipei 101. On the right, some inspirations of the Movie King Kong and New York.

I created some buildings for this project but the main was the tower inspired by Taipei 101. The texturing was made by Ariane and I was in charge to make the textures ready for the render. The tower had to be practicable for the Dino animated by Charles.

I created some buildings for this project but the main was the tower inspired by Taipei 101. The texturing was made by Ariane and I was in charge to make the textures ready for the render. The tower had to be practicable for the Dino animated by Charles.

The scattering of the buildings with MASH in Maya was the most important part of my job. On top, you can see one of my first tests and at the bottom, the distribution is more organic with more variations and roads.

The scattering of the buildings with MASH in Maya was the most important part of my job. On top, you can see one of my first tests and at the bottom, the distribution is more organic with more variations and roads.

The scattering was possible thanks to the variations of the resolution with de distance. The LOD 0 is the high resolution model made by Alexandre Ouellette with Houdini. The LOD 1 is the in-between and the LOD 2 is just a cube with a texture.

The scattering was possible thanks to the variations of the resolution with de distance. The LOD 0 is the high resolution model made by Alexandre Ouellette with Houdini. The LOD 1 is the in-between and the LOD 2 is just a cube with a texture.

One of my favorite parts was the camera projection. The work of Emilis Baltrusaitis was very inspiring for this point. I just make a render with my projection camera and I made an image with Photoshop that I can apply to the city for the final render.

One of my favorite parts was the camera projection. The work of Emilis Baltrusaitis was very inspiring for this point. I just make a render with my projection camera and I made an image with Photoshop that I can apply to the city for the final render.

This is a part of the passes I made for the compositing.

This is a part of the passes I made for the compositing.

Marc-Antoine was the main compositor but I helped him mostly for the city integration in Nuke.

Marc-Antoine was the main compositor but I helped him mostly for the city integration in Nuke.

Finally, I made different color variations of the same frame and we chose the best result.

Finally, I made different color variations of the same frame and we chose the best result.

Cinematic Size