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Blade Runner 2049 Art Dump

Sole texture artist on trash mesa. Built procedural setup in Mari to be able to tackle every assets in the whole sequence.
Including beach, hero ships, greebles, and everything else. Injected textures from env dept / Asset packs and color corrected them all to fit in the same world.
Hero boat done in 4 days. Beach was done in 2 from 0 to final render in shots (texture and lookdev wise)
Close partnership with environment and DMP Dept to assess and reduce shots needing DMP and orchestrating modeling / UVs and hand off, and other modeling request and technical constraints.
Retake of the Vegas building procedural setup for speeding up iteration on most demanding buildings (Deckard, from 1 day to 1 hour export time) and tweaked global procedural recipes for the rest of them to be handed to other artists, based on the initial Setup done by Adam Goldstein.
Additional textures painting on Vegas on hero assets and some buildings as well as the train.
As usual, huge team effort. Without Modeling / Env support of the system built to process the assets, I would not have been able to tackle this alone.

All Textures except Spinner / Hook. Beach done in 2 days  from textures to final in shots, on a  simple plane geometry

All Textures except Spinner / Hook. Beach done in 2 days from textures to final in shots, on a simple plane geometry

Ship's name is a tribute to Eric Chahi. Thanks for everything!

Ship's name is a tribute to Eric Chahi. Thanks for everything!

The lighting artist in charge of this shot just had a kid. He called her Lawrence. I had to  =)

The lighting artist in charge of this shot just had a kid. He called her Lawrence. I had to =)

Lamp post textures

Lamp post textures

Background buildings textures

Background buildings textures

Background buildings textures

Background buildings textures

Train textures

Train textures

America Hotel textures

America Hotel textures

MGM textures

MGM textures

Blade Runner 2049 | VFX Breakdown | Framestore