Virtual Art Production

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These projects provide an example of work that can be created to help Art Directors and Production Designers visualise set designs in 3D before committing to constructing them for filming - potentially saving time and money for the production.

It can also help film Directors and DOP's pick shots and allow Stunt Directors to plan safety requirements when combined with pre/tech visualisation.

A typical workflow example within an Art Department might be as follows:

- Receive CAD/Rhino files from the Art Department.

- Clean up/optimise geometry from CAD/Rhino for VR use within Unreal Engine. 

- UV geometry for texturing and lightmass baking in Unreal Engine.

- Create textures in Substance Painter/Photoshop

- Import geometry and textures into Unreal Engine

- Apply textures to shaders which are applied to geometry.

- Create lighting for the set.

- Create camera/player movement and additional functionality so the user can move around the set.

The above is a small list of the work that needs to be created to make the set suitable for VR. Additional optimising/procedures are also required.

 

The set can either be viewed on a computer monitor, large TV, IPad or headset and can be controlled either using VR joysticks or an IPad.

Below is a selection of work created for a Virtual Art Department.

The Batman is still in production so I cannot show the work

created for this project.

Click the images to read the
project description and brief
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