top of page

Reich

LabFar_Upscale.png

Reich is a collaborative project I worked on during my college studio 2 class. I worked on a variety of shots. I did modeling, texturing, shading, and some look development. The project was made primarily in Maya and rendered in Arnold. I want to thank John Pagan, for being our amazing project lead, and Kaitlin Duchene for lighting most of my scenes.

Lab Scene

This underground lab scene was my largest and most intensive scene. I textured and shaded the majority of the assets in the scene, notable exceptions are the gun and operating Table. Additionally I did the shading look development for the entire scene.

LabClose_Upscale.png
LabHall_Upscale.png
Swing_Upscale.png

Forest Scene

For this outdoor scene I did the texturing and shading for all assets except the sky. Including custom maps for all the vegetation.

Grandfather Clock Scene

For this grandfather clock scene I did all modeling, texturing, and shading. The asset was modeled in Maya with Zbrush sculpting for the filigree. The texturing was done entirely in Mari.

Clock_Wireframe.jpg
Clock_Upscale.png

Shading Breakdown

The Grandfather clock shading was particularly challenging due to the large amount of transmission and specular behavior. The final result required a variety of custom maps painted in Mari.

Copyright © 2016-2018 Neil Waters All Rights Reserved 

bottom of page