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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 tuning 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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DIGITAL CAR – LOOK DEVELOPMENT
This digital car was used to replace the one used on set. Photographs of a hero car (crashed during the filming) were used as a reference. I provided many extra mask to fine tuning every detail.

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Digital car (exterior/interior)- Look development

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Digital car (exterior/interior)- Look development

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Digital car (exterior/interior)- Look development

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Digital car (exterior/interior)- Look development

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Digital car – Look development

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DIGITAL HELICOPTER – LOOK DEVELOPMENT
This digital version of the helicopter (exterior/ interior) was used on many shots in full. The real helicopter body used on some of the close-up shots was completed with the digital version.

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Digital helicopter (exterior/interior) – Look development

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Digital helicopter (exterior/interior) – Look development

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Digital helicopter (exterior/interior) – 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 as a replacement of modern buildings or to complete the background as a vertical set extension.

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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 to 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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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, 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
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 redo them 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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HOUSE EXTERIOR – LOOK DEVELOPMENT
Whole house exterior (excluding plants).

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

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BUILDINGS – LOOK DEVELOPMENT
Most of the buildings (except on the background left).

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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
Both buildings behind the bus.

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