
Gian Mario Ortu - Texture/Shader Artist - Showreel 2009
3 years ago
00:00
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1. Gian Mario Ortu - Texture/Shader Artist - Showreel 2009
3 years ago
My personal Reel about my work of Surfacing Artist.
0:00 - MOUTH
Personal work, modeled in maya, sculpted in zbrush, texturing entirely done in Maya-Photoshop: camera projection + high resolution photos. Shaders and Render Mental Ray, comp AfterFX
0:07 - MALE HEAD
Personal work, modeling Maya, sculpting Zbrush, texturing done in camera projection with HiRes RAW photos, symmetry fix in Photoshop, projection errors and baldness fixed in Body Paint 3D. No use of GI, no post fixes, occlusion pass. Render MiaFastSkin Mental Ray, comp AfterFX
0:32 - THE OUTSIDER
Personal work, modeling Maya, sculpting Zbrush, texturing entirely handmade: blocked with Zbrush polypaint, details Body Paint 3D, small fixes Photoshop. No use of GI, no post fixes except occlusion pass. Render MiaFastSkin Mental Ray, comp AfterFX
0:58 - WINX THE SECRET OF THE LOST KINGDOM
Production work
1:00 – Alfea palace, texturing and shading for the most part of the building and internal gardens
1:05 – Domino ice lands, texture creation and fixing, shader tuning in various shots.
1:10 – Alfea palace, the same of 1:00
1:14 - Alfea class, texturing and shading of the whole room except tables and chairs.
1:28 - POLICLINICO UMBERTO PRIMO “LA SAPIENZA”
Production work, softwares: Autocad, 3D Studio Max, Photoshop, Mental Ray, AfterFX. Coordination of 3 modelers and 7 texture artists, texturing, lighting, rendering. Multilayer compositing, no GI. The texturing was realized using photos for every building, removing perspective distortion, and fixing lights, shadows and unwanted props,
like cars, trees etc. The project was finished in 1 month and half, but extended to about one year to be in line with the constant development of the architectural project.
1:49 - BACHELOR’S DEGREE “ARENA” SPOT
Personal work, modeled in Maya, texturing Photoshop and Zbrush polypaint for the character. Squid texture, realized using 4 different texture patches mixed together to obtain skin colour variation with richness of colour and with no use of transparency to maintain high contrast. Rigging, animation, lighting, Maya, rendering Mental Ray, comp AfterFX.
0:00 - MOUTH
Personal work, modeled in maya, sculpted in zbrush, texturing entirely done in Maya-Photoshop: camera projection + high resolution photos. Shaders and Render Mental Ray, comp AfterFX
0:07 - MALE HEAD
Personal work, modeling Maya, sculpting Zbrush, texturing done in camera projection with HiRes RAW photos, symmetry fix in Photoshop, projection errors and baldness fixed in Body Paint 3D. No use of GI, no post fixes, occlusion pass. Render MiaFastSkin Mental Ray, comp AfterFX
0:32 - THE OUTSIDER
Personal work, modeling Maya, sculpting Zbrush, texturing entirely handmade: blocked with Zbrush polypaint, details Body Paint 3D, small fixes Photoshop. No use of GI, no post fixes except occlusion pass. Render MiaFastSkin Mental Ray, comp AfterFX
0:58 - WINX THE SECRET OF THE LOST KINGDOM
Production work
1:00 – Alfea palace, texturing and shading for the most part of the building and internal gardens
1:05 – Domino ice lands, texture creation and fixing, shader tuning in various shots.
1:10 – Alfea palace, the same of 1:00
1:14 - Alfea class, texturing and shading of the whole room except tables and chairs.
1:28 - POLICLINICO UMBERTO PRIMO “LA SAPIENZA”
Production work, softwares: Autocad, 3D Studio Max, Photoshop, Mental Ray, AfterFX. Coordination of 3 modelers and 7 texture artists, texturing, lighting, rendering. Multilayer compositing, no GI. The texturing was realized using photos for every building, removing perspective distortion, and fixing lights, shadows and unwanted props,
like cars, trees etc. The project was finished in 1 month and half, but extended to about one year to be in line with the constant development of the architectural project.
1:49 - BACHELOR’S DEGREE “ARENA” SPOT
Personal work, modeled in Maya, texturing Photoshop and Zbrush polypaint for the character. Squid texture, realized using 4 different texture patches mixed together to obtain skin colour variation with richness of colour and with no use of transparency to maintain high contrast. Rigging, animation, lighting, Maya, rendering Mental Ray, comp AfterFX.
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Matteo Venturi 2 years agociao bello, lho capito ora che sei gianmario di dujass, ganzo il reel.. un favorone.. non è che puoi chiedere a qualcuno se ha visto il mio portafoglio? credo di averlo lasciato in studio. e lunedi-martedi non cisto.. grazie macari fammi sape
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| Date | Plays | Likes | Comments |
|---|---|---|---|
| Totals | 3,363 | 14 | 1 |
| Feb 23rd | 0 | 0 | 0 |
| Feb 22nd | 1 | 0 | 0 |
| Feb 21st | 5 | 0 | 0 |
| Feb 20th | 3 | 0 | 0 |
| Feb 19th | 2 | 0 | 0 |
| Feb 18th | 3 | 0 | 0 |
| Feb 17th | 1 | 0 | 0 |
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