![]() “I love the Cycles render engine, all its features, and the quality and speed that it’s able to deliver,” he added. Mastronardi exports final files using RTX-accelerated OptiX ray tracing in Blender Cycles for the fastest final frame render. “I like how agile and effective the interface is, as well as the quality it can deliver.” Simply stunning. “Omniverse is my preferred platform to inspect scenes very quickly,” he said. Often, Mastronardi inspects his models with NVIDIA Omniverse, a platform for connecting and building custom 3D tools and applications with Universal Scene Description (OpenUSD). Properly themed environments elevate the characters within them. When satisfied, Mastronardi prepares promotional images - built in an environment that matches the characters - and assembles a scene with added effects and props. “All controls must allow for plausible and realistic deformations, with proper anatomy limits and characteristics, so that the character’s movement will look and feel realistic.”Īlso using Blender, the artist sets up shaders and materials, and conducts test renders to evaluate how the characters look in different poses. “A lot of care has to go into the control-rig stage,” said Mastronardi. This rigorous process delivers lifelike animations. Blender Cycles RTX-accelerated AI-powered OptiX ray tracing in the viewport ensures interactive, photorealistic rendering for modeling and animation. Here, Mastronardi’s PC - equipped with two GeForce RTX 3090 Ti 24GB GPUs - does the heavy lifting. “The render stage is GPU accelerated and uses OptiX ray-tracing application programming interfaces, which allow fantastic quality and performance.” - Alessandro Mastronardi Next, Mastronardi rigs the character and sets up a skeleton, configuring all digital bones and inverse kinematics, which determine the motion of objects in the scene. “The key is to reproject the highest possible level of detail onto the character, so that all the details will be maintained.” Scary stuff. The artist exports characters to Blender to retopologize the high-polygon mesh into low-poly, highly optimized characters. “This stage isn’t complete until I’m fully satisfied with how the character looks from every angle, and it has its own personality, so to speak.” Tremendous effort goes into the tiniest details. “I like to define a base shape, carefully tune proportions and anatomy, and add detail and resolution until I have a high-polygon, fully detailed, featured character that’s finely sculpted and textured,” he said. Next, Mastronardi uses ZBrush to model all of his characters. “Simply put, GeForce RTX GPUs are the most reliable, highest-performing, advanced graphics cards that any 3D professional can use.” - Alessandro Mastronardi Reference materials for great white sharks help guide Mastronardi’s artistic process. “This is something I’ve done since my first years, as it helps to have a clear vision of what I want to achieve,” said Mastronardi. He starts the process by sketching ideas and concepts on paper. “The satisfaction of studying nature in all its forms - then transforming that information and reference material into art and content used in several productions and scopes - has been my greatest pride and joy,” he said. Mastronardi, based in Florence, Italy, works to bring the awe-inspiring beauty of mother nature to the masses. Use the hashtag to submit a screenshot of a favorite project featuring its beginning and ending stages for a chance to be featured on the and social channels. Plus, the NVIDIA Studio #StartToFinish community challenge runs through the end of August. His incredible visuals - alongside extraordinary shark-themed artwork from creators Maggie Molloy and Hypertaf - are featured below in the latest Studio Standout video, which spotlights incredible artists and their work. Learn more about his creative journey below - there’s no-fin to lose. “I was eager to know all about its anatomy, the way it moves and feeds,” said Mastronardi.Īfter deep-diving on the sharks - including great whites, hammerheads and the Elasmobranchii subclass of rays and the like - he was ready to create. ![]() ![]() The shark-themed series was conceived during the artist’s recent impromptu trip to Iceland, where he saw a huge basking shark up close. We’re gonna need a bigger boat this week In the NVIDIA Studio as Alessandro Mastronardi, senior artist and programmer at BBC Studios, shares heart-stopping shark videos and renders. We’re also deep diving on new GeForce RTX 40 Series GPU features, technologies and resources, and how they dramatically accelerate content creation. Editor’s note: This post is part of our weekly In the NVIDIA Studio series, which celebrates featured artists, offers creative tips and tricks, and demonstrates how NVIDIA Studio technology improves creative workflows. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |