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Showing posts with the label Lookdev

Autodesk Member Spotlight: My Journey in 3D Grooming, LookDev, and Education (anounce)

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Autodesk Member Spotlight: My Journey in 3D Grooming, LookDev, and Education I’m happy to share that Autodesk Community featured me in a new Member Spotlight interview. In this conversation, I talk about my journey in 3D art , how I found my path in grooming and look development , and how teaching and sharing knowledge gradually became an important part of my professional life. We also touched on several topics that have shaped my career over the years: how one small question from a viewer helped define my specialization my experience working on character-focused projects for cinematics and games the difference between offline and real-time workflows why I prefer deep focus on one project instead of splitting attention across many tasks how R&D, personal projects, and knowledge-sharing can open unexpected creative opportunities For me, this interview is not only about milestones. It is also about growth, consistency, curiosity, and staying connected to t...

On the Way to Becoming a 3D Grooming Artist | My Story | Episode 8 - 2017 - Rethinking Emily in Corona Renderer.

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Hi everyone! Today I want to share the story of one iconic project, probably familiar to every 3D artist. This is my version of the famous Emily - the digital model that has become something of a standard in the CG community. I’m sure many of you who work with characters have downloaded her assets for V-Ray and run your own experiments. (Below you’ll find an animation showing how light plays on the skin and hair) Starting Point: New Corona 1.7 Shaders It all began with the release of Corona 1.7 and its revolutionary shaders for skin and hair at the time. They inspired me to dive into new experiments. Although I had just finished working  on “The Forester,”  I couldn’t wait to try these tools in action. As my “test subject,” I chose none other than  Emily from the WikiHuman project. Work Process: Lookdev and Grooming from Scratch Since the original scene was set up for V-Ray, the first thing I did was convert it for Corona Renderer. My main goal was to achieve maximum real...