Milko 3d commercial

Hello, this is the job we did last summer for Greek company “Milko”. It lasted 4 months give or take, from idea to delivery. I was responsible for lighting/shading/texturing/compositing on the project along with a colleague. Its rendered on Vray ADV, I couldnt use GPU cause of ALshaders.

Feel free to ask anything :slight_smile:

ps: our behance presentation

Top shelf stuff, good job!

Thanks Bobby :slight_smile:

That’s great work !
The quality is top notch ..congrats for the team!
I’m interested in managing such big scenes. reference, proxies, containers?
.Do you have anything that you think is important/crucial for project like this regarding organizing the work (for shading and lighting artist specifically)
Thanks in advance :slight_smile:

Thanks a lot Max. We are not very organised in general hehe. We used Xref for char animations, but eventually we had to import the chars proper cause we couldnt include/exclude from lights as we wanted. Scenes were not so big. Vray proxies for cars/trees at some shots. Some shots required unwrap and substance painter, but most of em are textured procedurally with dirts composited on dirts and falloffs etc etc.

I think its crucial for a shading artist to have a proper understanding of procedural shading, cause it can save tones of time instead of painting manually. And while painting manually can give u greater results, u can be quite close with procedurals especially for generic props. We had give or take 1 day for each scene for light/shade and 1 day for compositing. So we couldnt afford unwrap a lot. Another aspect that i think is crucial, is photography and composition, it can help a lot with lighting as well, although here things were straight forward.

A lot of useful info here ..Thanks!
I see we are on the same boat for organizing LOL =D I’ve just finished an architectural animation where I had thousands of cars, trees, moving people…etc in a big city with aerial and close up views ..the client provided us with the model and because of the lacking of time all what I could do is to upgrading the RAM from 64 to 128 GB =D
procedural shading is very useful and save time ..I mostly work on archviz clean shaders with minimal dirt so this method helps a lot and i rarely do any texture painting ..that make reusing the shaders much easier too .
Thanks again :))