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IL PALAZZO - VFX Breakdown

The Making of

Modeling Process (Maya and Houdini)

Hazed

Hazed

The asset I'm most proud of

The asset I'm most proud of

IL PALAZZO - VFX Breakdown

This is the breakdown of my latest project. 
Here the process of modelling the full Arena trough Maya and Houdini, with particular accurancy for the polycount and UVs for a smooth transition between the created geos and Unreal. 
Textures have been created in Substance and Photoshop, in Unreal I've enabled Nanite on the geos and Lumen but I didn't have enough time to optimize them (it's pretty annoying checking the light artifacts in some areas of the arena). 
Using Level Sequencer in UE was extremely cool and, for the final shot, I've also implemented a CameraRigTrail following a curve that I found extremely easy to fix and art direct. 
I made also the compositing in Nuke thanks to the render options that allow to use the ACES OCIO and to generate some N or P render pass along with the creation of a CameraShake Blueprint and Overscan options. 
I had fun and I've also found a way to make some longer timed personal project with pretty decent results. 
Hope you like it!