Making of Ghost in the Shell Behind The Scenes

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Making of Ghost in the Shell is a site dedicated to show sample work that went into the collaborative g.i.t.s project

 Making of Ghost in the Shell, Ghost in the Shell, Making of, 3d, 3d Breakdown, CGI, Computer Animated, Computer Graphics animation, 3d comput  Making of Ghost in the Shell, Ghost in the Shell, Making of, 3d, 3d Breakdown, CGI, Computer Animated, Computer Graphics animation, 3d comput  Making of Ghost in the Shell, Ghost in the Shell, Making of, 3d, 3d Breakdown, CGI, Computer Animated, Computer Graphics animation, 3d comput  Making of Ghost in the Shell, Ghost in the Shell, Making of, 3d, 3d Breakdown, CGI, Computer Animated, Computer Graphics animation, 3d comput Making of Ghost in the Shell-03

Making of Ghost in the Shell

Making ofMaking of Ghost in the Shell is a site dedicated to show sample work that went into the collaborative g.i.t.s project from the 3D team and to properly represent the people that worked on the project in their free time.
This is our tribute to an insanely inspirational piece of Art by Mamoru Oshii

makingof2501.com/

This Fan Film and the images above are for entertainment purposes only and is in no way sponsored or approved by Kodansha Comics USA, Bandai, Mademen, Manga entertainment, Production I.G. or any affiliates. The content is for the exclusive use of the streamer or viewer and should not be sold, rented, or used for any commercial enterprise in any way, shape or form.

maya rendering Making of Ghost in the Shell GITS-Bust CG Lookdev Overview

A very brief overview of my process on shading&lighting the head model for the GITS homage.. Project 2501
gits2501.com/
I had the privilege of working on this with many other talented artists from around the globe.

Model by Furio Tedeschi,
additional modeling by Gavriil Klimov.

There were a few challenges to deal with due to the nature of the assets and the time constraints.
The meshes supplied were very dense un-topologized zbrush meshes with no UV data.
I tackled these limitations applying texture detail using tri-planar projections and camera projections for
material masks along with a few other procedurals, along with baked curvature data which I stored in the meshes vertex colors.

This massively time-ramped video explores just a few of my more interesting shader setups.
Making of Ghost in the Shell, Ghost in the Shell, Making of, 3d, 3d Breakdown, CGI, Computer Animated, Computer Graphics animation, 3d computer generated