![]() ![]() ![]() As I had carefully UVed these buildings by splitting the wood/stone into different distinct UV shells, I could focus on one material at a time. I started by focusing on finishing the wood and then stone aspects of each building. I decided to use Mari’s powerful node graph system as a basis for this template I was creating for the building as it would be easier to transfer it between different Mari projects. With references collected from the Internet to images from the set of Rivendell (by Weta Workshop), I started to carefully color code the tiles in an arrangement that would later enable me to utilize the colored vertices and bake them in Substance Designer Bake Mesh tool to create a Color ID Map that I could later use in Mari with the help of Color to Mask node. The roof tiles in the concept art had a unique pattern to them which was quite visible and added a lot to the characteristic of the building. With this template, I could then streamline the texturing workflow for the rest of the building with ease, from base color mask IDs to exporting the proper color space to assure uniformity.įor the first building, I had a challenge to overcome which was the roof tiles. I had to finish an entire building texture work to be able to set a template. Let us split the scene into 3 different categories: buildings, mountains, foliage.įor the buildings, I followed a simple yet structured workflow. I used Mudbox for my experiments with Displacement Maps, the reason behind my preference towards Mudbox over ZBrush is that I can easily use it in Linux (CentOS) and do not need to install a VM to launch ZBrush. The resulting geometry is then taken to ZBrush for a remesh process to clean up and give me a quad geometry that later I can subdivide in render time in case I am using any sculpted details based on a Displacement Map. This tool is based on a tutorial but with some modifications to give me the result I need, which is the layered rocks with all the different elements that I have in mind. After these steps, the tool then scatters the points with shapes (you can create shapes or leave it to the default, cubes with Mountain SOP applied to them) with different orientations, then a Boolean subtraction operation is applied between the cubes and the cliff and that gives the organic final shape like the one you see in the image below.Īnother tool I have created is the layeredRock generator. The tool then duplicates the curve to a pre-defined height, lofts it, and then extrudes the volume to a pre-defined depth. This journey led me to where I am today, I started at DNEG Montreal as a CG Build Supervisor in such shows as Ghostbusters: Afterlife, Infinite, and that marked my last hands-on show (at least for now) as I have transitioned into the Head of Build, where my responsibilities are about building a strong team that can tackle complicated asset work from modeling all the way to groom.ĬliffGenerator v01 allows me to draw a simple curve as a profile for the cliff. ![]() Then I worked at Method Studios Vancouver and Montreal as a Lead Groomer and later was promoted to Head of Groom where I worked on such shows as Aquaman, The Christmas Chronicles, Bloodshot, Men in Black: International, and the remake of The Witches. Later on, I had the opportunity to join the extremely talented team at ILM Vancouver as a Modeler (where I have done hard surface and organic modeling) and Groom for projects like Bumblebee, Aladdin, and Overlord. I then joined Scanline VFX in Vancouver as a Groomer/CFX artist where I worked on shows like Justice League, The Meg, and briefly on Black Panther. I also worked at Weta Digital as a Groomer/Modeler for such shows as Valerian and the City of a Thousand Planets, Justice League, Alita: Battle Angel, and other shows. After that, I had the opportunity to work for DNEG London as a Generalist TD. I had the pleasure of working in feature animation in Barajoun, Dubai. I have done modeling, texture painting, look development, and some other things like lighting. My first professional step was at AROMA Design & Solutions in Giza, Egypt where I started my actual career as a generalist. I started my career as a freelancer in Egypt, I did some modeling and texture painting for TV commercials, TV animated series. I have had the pleasure of traveling around the globe, working for the biggest names in the industry. Fun fact, I studied Classics at the Ain Shams University in Cairo, a completely different field than what I chose to do for a living. My name is Fady, I am the Head of Build at DNEG Montreal. ![]()
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