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Elder Scrolls: Greymoor p.2




Show Lead | LookDev | Lighting | Compositing | Environment Modeling














The original untextured environment model was provided by an amazing artist Andrew Averkin, however many of the cameras changed as they often do requiring much more detail for close-up renders of columns, stairs and doors. Many of these were up-res'd by applying detailed texture maps and many had to modeled over again (the main stairs, railing, gargoyles, some archways and entrance columns). A combination of scanned textures, Substance Painter and VRayMaterial trickery managed to get this in order in a number of days before LookDev was scheduled.  I set up several shots and handed them off to other artists, but the concept was built around creating lights really similar to the types of lights used on film sets (soft fills, bounce cards, negative fills, flags, keylights, eye lights etc.) all modeled off of film set reference. It was a fun project, but I think we could have pushed the filmic look a lot more.