![Louna Perer : The Beauty of Nature](https://d3stdg5so273ei.cloudfront.net/LounaPERER/2024-05-31/839026/1400xAUTO/MINIA-LounaPERER-crop.png)
Louna Perer : The Beauty of Nature
![Louna PERER](https://d3stdg5so273ei.cloudfront.net/LounaPERER/2024-05-13/351639/50x50/3D2A_2024_PERER_louna_JB_Libre-LounaPERER-crop.png)
I am delighted to present all the projects I have completed this year. It has been a very enriching period for me, with a lot of discovery and growth. I hope these projects will be as interesting to you as they have been to me !
![](https://d3stdg5so273ei.cloudfront.net/LounaPERER/2024-05-31/558126/1400xAUTO/CabaneTitlecrop-LounaPERER.png)
![](https://d3stdg5so273ei.cloudfront.net/LounaPERER/2024-05-31/354447/1400xAUTO/Cabane_Pres-LounaPERER.png)
Here is the complete video.
I will now explain the different phases of this project. The first one, of course, is the preproduction.
In order to create this sketchy aspect, I decided to work with planes and alpha brushstrokes. You can see the different steps of the production for each shot below.
For this project, it was necessary to have a clean pipeline. I decided to use Maya's MASH tool to place the planes. Thus, each prop was developed in a separate Lookdev scene, with lighting that matched the final scene. Then, they were added as references in the various set dress scenes.
Here are some props in their Lookdev scene.
To texture the cards, I made sure to divide the UV map into four and randomly distribute the cards across it. This way, I could assign the same texture to all the cards, which were combined into a single object.
I reused this technique to texture the leaves of the trees. I painted the first leaf and created color variations using Photoshop's color tools.
To create the trees, I decided to use SpeedTree. It was my first time using the software, which allowed me to simulate wind in both the trees and the grass.
![](https://d3stdg5so273ei.cloudfront.net/LounaPERER/2024-05-31/330454/1400xAUTO/PandaTitleCrop-LounaPERER.png)
![](https://d3stdg5so273ei.cloudfront.net/LounaPERER/2024-05-31/211832/1400xAUTO/Panda_Pres-LounaPERER.png)
![](https://d3stdg5so273ei.cloudfront.net/LounaPERER/2024-05-31/742198/1400xAUTO/SHOT01-LounaPERER.png)
![](https://d3stdg5so273ei.cloudfront.net/LounaPERER/2024-05-31/622704/1400xAUTO/SHOT02-LounaPERER.png)
To create an asset as high-quality as possible, I worked from a Lookdev scene with neutral lighting. The grooming was done using XGen Interactive, starting from curves that served as guides. I separated the hairs into multiple descriptions to achieve variations in textures and lengths, resulting in a fluffy appearance.
The compositing was done in NukeX, allowing me to refine the atmospheres of the various shots.
![](https://d3stdg5so273ei.cloudfront.net/LounaPERER/2024-05-31/146997/1400xAUTO/InsecteTitrreCrop-LounaPERER.png)
![](https://d3stdg5so273ei.cloudfront.net/LounaPERER/2024-05-31/982310/1400xAUTO/Insecte_Pres-LounaPERER.png)
This project was an opportunity for me to do my first lookdev. Consequently, I was able to detail the insect as much as possible.
The goal was to create a very immersive image.
Thank you for reading !
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