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SHAHIN ALIRKAN
Look Development Artist, CG Generalist
BLADERUNNER STUDY: PT. 1 & PT. 2
FINAL OUTPUTS
Like every other artist on the internet I was inspired to create a few pieces inspired by Bladerunner 2049 and the original masterpiece. These two pieces were created in my off time over the span of 3 weeks, in order to practice shading, lighting and compositing. They each came with their own bundle of challenges, like trying to balance samples while using Arnold Atmospheric fog, and the "forbidden" mesh lights. There's still a lot I'd change about both final pieces but in the end of the day, I just wanted to keep moving forward.
MY ROLE
MODELING
LAYOUT
TEXTURING
SHADING
LIGHTING
RENDERING
COMPOSITING

PT 1: Everything was done completely in Maya, and I am responsible for all of the aspects of the piece besides "3dkitbash" background models. And originally started as an RnD for converting the "Future Slums" set to be used with Solid Angle's Arnold renderer. Then decided to do a more vibrant version of the roof top scene in Bladerunner : 2049.

Pt 2: Majority of the project was also done completely in Maya and Arnold. I had only brought the neon geometry into Substance Painter to quickly create a mask for black paint on neon lights. The shading was done procedurally, and half combined with projected texture maps. The most challenging part of the whole process was creating passes to "correctly" simulate neon lights in Arnold because Meshlights are great in theory.. but don't completely do the trick.
LIGHT BREAKDOWN



Reference image from Bladerunner 2049.

Adorable early clay render.
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