Filippo Romani CG Artist

Filippo Romani CG Artist I'm a CG Artist, a student of light and reality and a storyteller. My studies and goals focus on environment art, lighting, shading and rendering.

Arrivo un po'in ritardo, ma poco tempo fa Mauro Baldissera e Skyup Academy mi hanno fatto una bellissima intervista su U...
20/12/2019

Arrivo un po'in ritardo, ma poco tempo fa Mauro Baldissera e Skyup Academy mi hanno fatto una bellissima intervista su Unreal e la grafica real-time!

Interessantissima chiacchierata con Filippo Romani, RealTime Artist su come la Computergrafica 3d sta evolvendo e su come dovrebbe muoversi un Artista 3d all...

Lara's apartment is a glimpse in the life of a character. It's my first attempt at infusing archviz with a little bit of...
10/10/2019

Lara's apartment is a glimpse in the life of a character. It's my first attempt at infusing archviz with a little bit of storytelling while still maintaining a presentational format. My goal is to mix environment art and architectural visualization, and this is a first step in that direction.

It was born as a promotional project for my next archviz course at VIFX - School of Visual Effects: http://www.vifx.it/corso/archviz-con-unreal-engine/

The scene is rendered in Unreal Engine 4.23, the models were optimized (some completely remodelled from scratch for being unnecessarily complex) in Blender 2.8 and I used a few textures from Substance Source. The video was edited in DaVinci Resolve 15.
I worked on optimization, lighting, shaders and materials, scene composition (with a little bit of help from Level Creative Studio) and cinematics. The scene runs smoothly on a 2Gb GTX 960.

See it in higher resolution on artstation: https://www.artstation.com/artwork/k43B9y

----

Lara's apartment é uno scorcio nella vita di un personaggio. É il mio primo tentativo di infondere l'archviz con un po'di storytelling, cercando di mantenere comunque il formato di una presentazione. Il mio obiettivo é unire environment art e visualizzazione architettonica e questo é un primo passo in quella direzione.

É un progetto nato come promozione per il mio prossimo corso di archviz a ViFX - school of visual effects: http://www.vifx.it/corso/archviz-con-unreal-engine/

La scena é renderizzata in Unreal Engine 4.23, i modelli sono stati ottimizzati (alcuni completamente rimodellati da zero essendo eccessivamente complessi per nulla) in Blender 2.8 ed ho utilizzato qualche materiale da substance source. Il video é stato editato in DaVinci Resolve 15.
Ho lavorato su ottimizzazione, illuminazioni, materiali e shader, composizione della scena (con un po'di aiuto dai ragazzi di Level Creative Studio) e cinematiche. La scena gira fluidamente su una GTX 960 da 2Gb.

Guardalo in alta risoluzione su artstation: https://www.artstation.com/artwork/k43B9y

10/10/2019

Lara's apartment is a glimpse in the life of a character. It's my first attempt at infusing archviz with a little bit of storytelling while still maintaining a presentational format. My goal is to mix environment art and architectural visualization, and this is a first step in that direction.

It was born as a promotional project for my next archviz course at VIFX - School of Visual Effects: http://www.vifx.it/corso/archviz-con-unreal-engine/

The scene is rendered in Unreal Engine 4.23, the models were optimized (some completely remodelled from scratch for being unnecessarily complex) in Blender 2.8 and I used a few textures from Substance Source. The video was edited in DaVinci Resolve 15.
I worked on optimization, lighting, shaders and materials, scene composition (with a little bit of help from Level Creative Studio) and cinematics. The scene runs smoothly on a 2Gb GTX 960.

See it in higher resolution on artstation: https://www.artstation.com/artwork/k43B9y

----

Lara's apartment é uno scorcio nella vita di un personaggio. É il mio primo tentativo di infondere l'archviz con un po'di storytelling, cercando di mantenere comunque il formato di una presentazione. Il mio obiettivo é unire environment art e visualizzazione architettonica e questo é un primo passo in quella direzione.

É un progetto nato come promozione per il mio prossimo corso di archviz a ViFX - school of visual effects: http://www.vifx.it/corso/archviz-con-unreal-engine/

La scena é renderizzata in Unreal Engine 4.23, i modelli sono stati ottimizzati (alcuni completamente rimodellati da zero essendo eccessivamente complessi per nulla) in Blender 2.8 ed ho utilizzato qualche materiale da substance source. Il video é stato editato in DaVinci Resolve 15.
Ho lavorato su ottimizzazione, illuminazioni, materiali e shader, composizione della scena (con un po'di aiuto dai ragazzi di Level creative studio) e cinematiche. La scena gira fluidamente su una GTX 960 da 2Gb.

Guardalo in alta risoluzione su artstation: https://www.artstation.com/artwork/k43B9y

My first attempt at photogrammetry! It's an obsidian (I think) stone that has been sitting in my room since forever. No ...
23/08/2019

My first attempt at photogrammetry! It's an obsidian (I think) stone that has been sitting in my room since forever. No idea where it came from, but now it's in Blender! (And there was no need for a diamond pickaxe.)
I used my smartphone to take the photos and meshroom to produce the model, then Blender, Instant meshes and Substance painter to clean mesh and textures and make a low poly version. Cycles for rendering. Final result is 1k vertices with a 2k texture.

Study on exterior lighting at different times of day using phisically correct values in Blender Cycles, after Luca Roste...
20/03/2019

Study on exterior lighting at different times of day using phisically correct values in Blender Cycles, after Luca Rostellato fantstic course at VIFX - School of Visual Effects. 1 June in Breganze, Italy (irradiance values are phisically correct, sun position was set by eye).
Dawn, midday, evening (golden hour), sunset and night.

-----

Studio sull'illuminazione esterna a diverse ore del giorno, utilizzando valori fisicamente corretti in Blender Cycles dopo il fantastico corso di Luca Rostellato a VIFX - School of Visual Effects. 1 Giugno a Breganze (i valori di irradianza sono fisicamente corretti, la posizione del sole é ad occhio).
Alba, mezzogiorno, sera (golden hour), tramonto e notte.

Lighting study on phisically correct exterior values in Blender Cycles

27/02/2019
This is the final project I've made with my students during my last Unreal Engine for archviz course, at ViFX - school o...
25/02/2019

This is the final project I've made with my students during my last Unreal Engine for archviz course, at ViFX - school of visual effects.
I took it home and worked on it a little bit more and this is the result. We worked hard on optimization, and it runs smootlhy with 60 fps peak (and 50 minimum) on my humble GTX 960.
The original scene is by Evermotion. We optimized it, redid most of the materials created by datasmith and made the lighting from scratch.

See it in better quality on artstation: https://www.artstation.com/artwork/PmG5KZ

25/02/2019

This is the final project I've made with my students during my last Unreal Engine for archviz course, at VIFX - School of Visual Effects.
I took it home and worked on it a little bit more and this is the result. We worked hard on optimization, and it runs smootlhy with 60 fps peak (and 50 minimum) on my humble GTX 960.
The original scene is by Evermotion. We optimized it, redid most of the materials created by datasmith and made the lighting from scratch.

https://www.youtube.com/watch?v=D-aZZa9HK8Y

Indirizzo

Villa Fabris, Via Trieste, 43
Thiene
36016

Notifiche

Lasciando la tua email puoi essere il primo a sapere quando Filippo Romani CG Artist pubblica notizie e promozioni. Il tuo indirizzo email non verrà utilizzato per nessun altro scopo e potrai annullare l'iscrizione in qualsiasi momento.

Contatta L'azienda

Invia un messaggio a Filippo Romani CG Artist:

Condividi

Digitare