Had the chance to sculpt a couple characters at The Mill for Apex Legend cinematic. Afterwards other artists took care of the stylized look and development
Had the chance to work at The Mill on this Pepsi commercial as modeler for the main creature . Helped out to figure out some design solutions and to implement the opening head mechanism and design the cockpit of the little alien inside.
Elektra quick stylized sculpting turnaround i`ve made at The Mill for Marvel Strike Force TV commercial .
In the last few months we had the chance to work at NVidia on a playable minigame that runs in real time entirely on our proprietary Omniverse platform . Marble RTX is fully raytraced , has physics , uses AI driven denoise and runs entirely on one single RTX GPU , pushing the boundaries of photorealistic real time graphic . I was in charge of modeling and texturing various assets, the ones you see here have been modeled in max / zbrush and textured in Substance painter . The project itself is a big team effort and credits for the final result go to every other member : Gavriil Klimov Jacob Norris Artur Szymczak Andrej Štefančík Ilya Shelementsev Fred Hooper Gregor Kopka .We also had a remarkable contribution from these freelancers : Аня Кауфманн, Egor Protonov, Emmanuel Marshall, Gabriel Cervantes, Jonjo Hemmens, Kyle Kr, Madina Chionidi, Mario Dalla, Matteo Mingozzi, Reno Lonewolf Levi and Samir Benounis. You can watch the demo here :
Character modeled at Nvidia for SOL serie part 3 . The cinematic runs entirely real time with ray-tracing, on a single Titan RTX, and in Unreal Engine. I was responsible for modeling and texturing this character asset with help from James Ku who took care of the concept sculpting phase . Original concept by Cki Vang and updated by Phil Saunders .
Thanks to all the team at Nvidia for their unrelenting efforts ,commitment and support . Kevin Margo Gavriil Afanasyev Klimov Gregor Kopka David Lesperance Brian Robison Jacob Norris Ilya Shelementsev Jarom Brand Fred Hooper
This character was modeled, textured and look developed at NVidia for SOL serie part 3 as counterpart of Solguy. The cinematic runs entirely real time with ray-tracing, on a single Titan RTX, and in Unreal Engine. I was responsible for modeling and texturing this character asset based on a concept.
Thanks to all the team at Nvidia for their unrelenting efforts ,commitment and support . Kevin Margo Gavriil Afanasyev Klimov Gregor Kopka David Lesperance Brian Robison Jacob Norris Ilya Shelementsev Jarom Brand Fred Hooper
To celebrate the 50th anniversary of the Apollo 11 moon landing, NVIDIA created an RTX powered interactive demo that took Siggraph attendees on a trip to the moon.
A single camera was set up in the booth to capture the person’s poses and match their movements to the 3D-rendered astronaut. Using pose estimation technology designed by NVIDIA the interactive demo didn't require any special suits.
I created the model, materials and textures for the astronaut, based on Buzz Aldrin real life references. The final demo was running on the NVIDIA Omniverse RTX renderer.
Some production renders I did for a playable real time demo done at NVIDIA to test some features of our proprietary engine Omniverse . I was in charge of modeling and texturing the alien pilot based on a concept by Max Koz
Credits include :
Gregor Kopka vehicle design
Andrej Štefančík : Vehicle texturing, props modeling/texturing
Jacob Norris Environment modeling/texturing
Artur Szymczak in engine rendering/lighting , production stills rendering .
Ilya Shelementsev environment props modeling/texturing
Fred Hooper Effects .
Gavriil Klimov Creative
This is a fun little project that I and a few friends/coworkers put together due to our love for Among US . The goal was to do a 3D rendition of some of the environments and character skins of the game (and some not exactly in game :)) . Rendered in proprietary Nvidia Omniverse .
Hope you guys enjoy the result as much as we did working on it 🙂
Credits :
Characters and creatures redesign / modeling / texturing : myself
Environments/props design : Gregor Kopka
Creative/art direction : Gavriil Klimov
Lighting , Rendering : Artur Szymczak
Environment texturing , rendering : Andrej Štefančík
Environment modeling/texturing (exteriors) , rendering : Jacob Norris
Rendering : Fred Hooper
Done at the ex cinematic department of Riot Games for the Ryze : A call to power cinematic and never utilized . Concept by the amazing Bo Lu.
When I was working at the cinematic department of Riot Games i had the chance to work on some creatures and a bunch of props for the "Ryze : Call of power" cinematic and some other projects . Here`s a few renders .
Done at the ex cinematic department of Riot Games for the Ryze : A call to power cinematic . I was responsible also for the full modeling and texturing of the Shurima environment where Nasus goes into action (see screenshot)
I got so inspired by the terrific mecha design of Francisco Ruiz Velasco to decide to model this big fella .
Zakuul knight asset for "Sacrifice" cinematic
Done for fun in my spare time , base on Zed character from League of Legends
League of Legends Ashe champion done in between projects . Concept by the amazing Katie De Sousa
Back in 2009 I had the chance to team up with the amazing Joshua James Shaw for the look and dev of Deadpool for a test footage that Blur pitched to Fox . Joshua did the concept/suit design, i did the modeling and texuring .The rest is history .
Fan art based on League of Legends Udyr champion
Fun project , based on scandinavian warrior mithology
Sorting some backups on my hard drives i found this thing i`ve done at Blur years ago . it was a look development for the creature in a project that has never been further translated into a cinematic . Very old stuff , see so many ingenuities .Makes me think how i would approach something like this today .
A quick turnaround for a character done at Blur picthing a project .