Ghost in the Shell - Environments

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SkinnyMan fight.

Background Signage Modeling and Texturing

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Signage Cluster full modeling and texturing, partial texturing of middle building (between Major and Batou).

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Hanka Robotics: Corridor modeling, texturing, lighting, rendering

hallway is almost full CG, with the exception of a couple FG hallway plate panels.

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Here you can see the digital set used again behind the window.

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CG Environment Modeling

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Full CG Foreground set and Background Environment Modeling

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CG Background Environment Modeling

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Background CG Environment Modeling

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Environment Modeling

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CG Futuristic Streetlights Texturing, Lookdev, Lighting, Rendering

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Maceij Hotel: Interior Ceiling Set Design, Modeling, Texturing, Lighting and Rendering

I designed, modeled, textured, lit, and rendered the full CG ceilings for the Maceij Hotel encounter sequence.

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Design, modeling, texturing, shading, lighting, rendering of full CG Ceiling

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Design, modeling, texturing, shading, lighting (including muzzle flash reflections), rendering of CG Ceiling

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Design, modeling, texturing, shading, lighting, rendering, and early compositing of cg ceiling

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Design, modeling, texturing, shading, lighting, rendering of cg ceiling

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Texturing, Lookdev, Lighting, Rendering of CG Cables.

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CG Tanks and room Modeling

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Midground full CG Destruction Pile and several Background Buildings full Modeling

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Foreground CG Structure and Background Environment Modeling

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Foreground CG Rubble and Debris Modeling

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CG Building Environment Modeling

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CG Rubble Piles / Debris Modeling

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CG Environment Modeling

Here are some of the shots I had the opportunity to work on for Ghost in the Shell. I was part of the 3D Environments team at MPC, and mostly responsible for environment modeling / texturing.

I got to work with a lot of super talented artists and have huge thanks to give to Pier, Khalid, Attila, and Garrett for everything I learned and got the chance to work on :)

All shots were a big team effort by everyone at MPC.

©2016 Paramount Pictures.