3D Portifolio
![Anna Riva](https://d3stdg5so273ei.cloudfront.net/annariva/2024-05-15/886703/50x50/sillyGuy%2Bhorizontal-annariva-crop.png)
This is a collection with my most recent 3D work and all the things I was able to learn and explore in the past year!
Brazilian Bar
![](https://d3stdg5so273ei.cloudfront.net/annariva/2024-05-15/010728/1400xAUTO/Bar_RealCOMP_001-annariva.png)
I did this project as a concept test to my thesis. I wanted to understand how I could explore colors and bring the essence of my culture through a bright lens. It was a challenge for me balancing the saturated colors , the outdoor lighting with the indoor lighting. For this project I used Maya, Substance Painter and Nuke.
I did this color script (right image) as a paint-over using the Ambient Occlusion render. I really liked how the illustration ended up and I decided to test it out in 3D too (left image). This was a more experimental piece as I was trying to play around with colors and figuring out how far I could go.
Little Guy
This project was mostly a texturing study because I wanted to explore Substance Designer. I created all the base materials in the program and then used Substance Painter to add more specific details and grudges to the model.
I created one metal and three variations of fabric materials. Down bellow I also attached my references for the fabric. I wanted to incorporate the patching in texturing and also create a wore feeling like the character was created with old material.
As reference to the model I used the illustration made by @dagasi_yk (Twitter acc). The modeling and rendering was made in Maya.
Still Life Lighting
![](https://d3stdg5so273ei.cloudfront.net/annariva/2024-05-15/394550/1400xAUTO/stillLife_camPush0001-annariva.png)
This is still one of my favorite lighting projects. It was also a challenge because I created most of the textures procedurally in Arnold, apart from the books that I used Substance Painter to add the pictures easily.
Down bellow I have some of the light passes I have for this piece: environment light, green fill, red fill, rim light and key light. To create more atmosphere with the candle I had a volumetric light in the point lighting I had on the flame.
As inspiration for the set dressing and look development for this project I used a painted made by Alexei Butirskiy. I got the models from 3D Substance Assets and from Pixar's Renderman challenge.
The reference is very saturated which is something I personally like. To incorporate the green shadows I had green lights around the frame and I tried to find a base for environment light that had a greenish tone. To complement the warm key light I had a very saturated red in the center, just like the reference. I ended up adding more blue tones than the painting has, making a strong rim light using the moonlight. Especially because the outdoor has a bright blue I felt like I would complement the overall look better.
Steampunk Prop Lighting
![](https://d3stdg5so273ei.cloudfront.net/annariva/2024-05-15/629923/1400xAUTO/steamPunk_watch_render003-annariva.png)
I did this project to focus on my texturing skills. I wanted to keep a realistic look and I wanted the leather to look overall clean and brand new. I created all the base materials in Substance Designer and then because it is a close up of the props I added specific details in Substance Painter. For the models, I got them in Substance 3D Assets.
Down below I have the lighting breakdown, respectively, with the environment light, fill light, key light, rim light and the cloth light. Apart from the fill light, I kept most of the lights white or just slightly warm on top of a greenish base.
I also wanted to explore a different feel and mood doing an alternative lighting at night time. I like how I was able to play a little bit with colors focusing on cooler tones, in contrast to the warmer tones I had before hand.
![](https://d3stdg5so273ei.cloudfront.net/annariva/2024-05-15/804542/1400xAUTO/steamPunk_watch_ALTrender003-annariva.png)
Here is the lighting breakdown for this version with the environment light, cool fill, warm fill, key light and cloth light. I started with a purple base and for the moonlight I kept the key and slightly cold and complemented that with a light blue fill. To create a little more contrast I added a orange fill in the bag that helps build the illusion that the googles are also a light source.
Cyberpunk Room
This was mainly a modeling project I did, focused in set dressing. Because the reference I used had a lot of tiny details that showcased this messy space and I also just liked the retro-futuristic atmosphere and the neon colors. I had a lot of fun adding the screens and thinking about what someone that uses this space would have in each of the desktops.
My first attempt for the lighting had a lot of purple toned lights, because I was using the reference as a base. So I stepped away from the reference because I realized everything there was just evenly lit and I decided to keep a focus around the computer screens since those are the only light sources inside the room. And since I did the texturing adding a purple tint to everything I thought that having more cool tone lights would be a better balance to the image.
In the breakdown with the light passes I have, respectively, the fill light, environment light, moonlight and key light.
The environment and fill light are very subtle while the biggest contrast comes from the window. For the screens I had an emission shader, made them mesh lights and added a volumetric. I could've made them white like normal screens but I choose to made them pink and purple to contrast with the overall environment lights and bring a lit bit of the color from the reference as a detail that also guides the eye to that area of the image.
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