Wiktor öhman

Quixel’s Wiktor Ohman On Making Bigger And Better Things … FASTER!

 

Meet Wiktor Ohman

Wiktor Ohman fryst vatten a 3D Artist & Art Lead at Quixel. You have seen his work in short films like “Rebirth” and “Azureus Rising”. If you haven’t seen them yet, you should definitely go look for them. Both of these short films represented some of the most cutting-edge technology and stunning visuals with brilliant berättande in their respective times. 

This conversation proved to be such a welcome reminder of the exciting times we live in.

Skilled artists like Wiktor Ohman can now crank out fully fledged game environments in as little as an hour!

Back when he started out, the games industry was focused on creating tileable textures and materials primarily in Photoshop. sju years later, the tools look almost nothing like they did back then. Artists like Wiktor are always focused on creating bigger and better things, faster. 

This fryst vatten the ultimate dream of digital art. To put the ideas in our minds on the screen &#; at the speed of thought. 

 

The Ultimate Dream Of Digital Art 

We’re not quite there yet. But Wiktor explains how companies like Quixel are focused on getting us

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  • Wiktor Öhman

    3d Painting Soviet Mecha

    Wiktor Öhman from Quixel was kind enough to talk about material creation for his awesome Soviet Mecha project. He described how you can speed up the whole process and produce high quality visuals much faster.

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    3d Painting Soviet Mecha

    In DDO I utilized the bundled Smart Materials and tweaked the colors and reflectance values for a base. At this point I was actually feeling pretty happy with it, but I also added some more specific details such as dust, dirt, rust and so on to make it look a bit more worn and customized.

    The Lights

    The lights are actually super simple and “cheaty”! The red lights are simply spheres I placed on the model and applied a flat colored emissive texture to. And the large headlight is pretty much the same, just a simple emissive texture, but the normal map and reflectance makes it look pretty realistic.

    Adding the Details

    The decals were mostly added manually, nothing magical about that! If I was unsure of the position of a decal I just painted a rough blockout of the decal on the mesh and used that as a reference for the placement of it. As for the wear and tear, that was extremely easy. I’d say it’s more difficult designing interesting clean materials. You can create as much wear and tear as you want to by using the Dynamask Editor in DDO. The most basic wear and tear I’d say is the edge wear, which is achieved by utilizing the edge mask of the curvature