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CRAB CREATURE – LOOK DEVELOPMENT
Including very detailed displacement for close-ups. I provided a great number of masks to the lighting department to tunning every important detail.

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Crab creature – look development

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Crab creature – look development

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Crab creature – look development

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Crab creature – look development

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Crab creature – look development

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ROOF ELEMENTS – LOOK DEVELOPMENT
Water tanks, AC rooftop unit and skylights used in several shots.

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ENVIRONMENT – LOOK DEVELOPMENT
Awnings (including close-up) and some background buildings. These buildings were use to complete the background, as a set extension (vertically) or as a replacement of modern buildings.

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BUILDINGS – LOOK DEVELOPMENT
Several buildings in the background.

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BUILDINGS, CROWD – LOOK DEVELOPMENT
Several buildings and digital doubles (crowd).

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ENVIRONMENT ELEMENTS – LOOK DEVELOPMENT
Several elements on the median strip, including brick wall, electrical boxes, metallic structure and cables.

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Environment elements – look development

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Environment elements – look development

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ENVIRONMENT ELEMENTS – LOOK DEVELOPMENT
Airplanes, blue car and large cab. I rebuilt the shader for the rounded cab. I also worked with a variety of luggage for the digital crowd.

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ENVIRONMENT ELEMENTS – LOOK DEVELOPMENT
Large cab and airplane (partially visible) and street lights on the car park. I rebuilt the shader for the rounded cab (fully visible).

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SPACE SHIP (BENATAR) – SHADING
Textures were provided by another studio.

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SET EXTENSION – LOOK DEVELOPMENT
Using a generic shader already assigned the ground extension, I added a great amount of details using mostly procedural techniques. I also created shaders for the trees.

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SET EXTENSION – LOOK DEVELOPMENT

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SET EXTENSION – LOOK DEVELOPMENT

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ZOMBIE SHARK – TEXTURING
The client had a previous version and wanted a more detailed work. After the first meeting they asked me to redo the texturing from scratch and provided me only with a displacement map.

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ZOMBIE SHARK – TEXTURING

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ZOMBIE SHARK – TEXTURING

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ZOMBIE SHARK – TEXTURING

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HEART – TEXTURING
This was a digital replacement of a physical prop. I provided very detailed textures to the shading artist, including many masks to tunning important areas (with emphasis on the veins).

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HEART – TEXTURING

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ENVIRONMENT ELEMENTS – TEXTURING
Many static caravans and other environment elements including solar panels, wind mills, debris chutes, parabolic antennas and outdoor heaters.

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SET EXTENSION – TEXTURING
I worked on the structural part of the set extension, starting on the beams at the caravan level and all the way up. This includes the beams, metallic stairs and wooden floor.

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ENVIRONMENT ELEMENTS – TEXTURING
Many static caravans and other environment elements including solar panels, wind mills, debris chutes, parabolic antennas and outdoor heaters.

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ENVIRONMENT ELEMENTS – TEXTURING
Many static caravans, a digital version of the mobile caravan and the food trailer, plus other environment elements including solar panels, wind mills, debris chutes and parabolic antennas.

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SET EXTENSION – TEXTURING
Top half of the drydock including the measuring poles. I did a digital version of the whole drydock, with emphasis on the inside were many shots were planned. At the end it was used only in the distance.

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TANK VEHICLE – TEXTURING
This is a very detailed digital version of the real hero tank-like vehicle, to be used in many shots and some close-ups.

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Tank vehicle – texturing

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Tank vehicle – texturing

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Tank vehicle – texturing

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ENVIRONMENT – LOOK DEVELOPMENT
I worked on the whole paved floor, harnessed elephants with (empty) carriages, brothel (building with two people at the door) and most of the small houses on the distance.

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SCULPTURES, BLADES – LOOK DEVELOPMENT
Sculptures were initially done by another artist, but I was tasked with a more detailed finishing and I redo them from scratch.

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sculptures, blades – look development

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sculptures, blades – look development

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SCULPTURES, FLOOR – LOOK DEVELOPMENT
The whole marble floor is a digital version of the set, which I recreate from a few dark pictures of the actual set.

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ENVIRONMENT – LOOK DEVELOPMENT
Digital version of stairs, floor, pedestal and altar. Sarcophagus, small square columns and braziers with embers and columns. Some parts were started by other artist but I started from scratch.

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SET EXTENSION, SARCOPHAGUS – LOOK DEVELOPMENT
Extension of marble floor. Sarcophagus, braziers with embers and columns. Digital version of stairs.

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ENVIRONMENT ELEMENTS- LOOK DEVELOPMENT
Parcels, trolley and park fences (granite and metal parts).

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TRUCK- LOOK DEVELOPMENT

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Truck – look development

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ENVIRONMENT – LOOK DEVELOPMENT
Whole floor, close buildings (left and right) and truck.

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ASPHALT – LOOK DEVELOPMENT

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BUILDINGS – LOOK DEVELOPMENT
buildings on the right along the whole shot, excluding scaffolding.

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BUILDINGS – LOOK DEVELOPMENT
main buildings (except the background one).

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BUILDINGS – LOOK DEVELOPMENT
Some of the buildings . I made a good number of buildings which were used in many shots on different areas of Brooklyn.

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BUILDINGS – LOOK DEVELOPMENT
Buildings behind the bus.

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