Website powered by

Amørak

Amørak was an exciting three-month group project that I had the privilege of working on alongside talented individuals;
Aderik Van Thorre, Jitse Peeraer, Maarten Leys, Arnold Derauw, Ward Dermaut, Nachomuziek, and myself.

Throughout the project, I was responsible for several crucial tasks, these included conducting look development and lighting for all the shots, designing, and constructing the house, creating detailed textures for both the house and the main character, as well as the creature, and finally, handling the compositing phase. It was a challenging yet fulfilling experience that allowed me to showcase my skills and collaborate with a skilled team to bring our vision to life.
https://www.artstation.com/aderikvanthorre
https://www.artstation.com/arnoldderauw
https://www.artstation.com/maartenleys
https://www.artstation.com/warddermaut
https://www.artstation.com/jitsepeeraer

After finalizing the layout and foundational design of Amørak's house, my goal was to enhance realism. To achieve this, I sculpted assets using techniques like baking geometry and utility maps, resulting in optimized assets with a high level of realism.

After finalizing the layout and foundational design of Amørak's house, my goal was to enhance realism. To achieve this, I sculpted assets using techniques like baking geometry and utility maps, resulting in optimized assets with a high level of realism.

Texturing House 
I used utility maps that I created while sculpting the assets to help me quickly create complex shaders. Most of the textures were based on procedural methods, with additional hand-painted details added at the end for a personalized touch

Texturing House
I used utility maps that I created while sculpting the assets to help me quickly create complex shaders. Most of the textures were based on procedural methods, with additional hand-painted details added at the end for a personalized touch

Texturing Amørak
Given that Amørak is the central protagonist, attention to detail was crucial, particularly for close-up shots that required an exceptional level of quality. I employed a UDIM workflow, utilizing Mari.

Texturing Amørak
Given that Amørak is the central protagonist, attention to detail was crucial, particularly for close-up shots that required an exceptional level of quality. I employed a UDIM workflow, utilizing Mari.

Texturing Hound
I applied the same workflow to the creature, to allow quick changes within the small timeframe I had.

Texturing Hound
I applied the same workflow to the creature, to allow quick changes within the small timeframe I had.

Lookdev/Lighting
Given that look development is one of my areas of expertise, I was determined to create something truly exceptional and elevate our project to new heights, Working with 
 a complementary color scheme.

Lookdev/Lighting
Given that look development is one of my areas of expertise, I was determined to create something truly exceptional and elevate our project to new heights, Working with
a complementary color scheme.

Rendering
A big part of this project I focused on optimizing my render setup and utilizing any other techniques to make the pipeline as flexible as possible.

Rendering
A big part of this project I focused on optimizing my render setup and utilizing any other techniques to make the pipeline as flexible as possible.

Compositing
As the compositor for the "Amørak" trailer, I faced a unique challenge that pushed me to think outside the box and find creative solutions, ultimately saving time and effort for my team.

Compositing
As the compositor for the "Amørak" trailer, I faced a unique challenge that pushed me to think outside the box and find creative solutions, ultimately saving time and effort for my team.