Real-time Blade Runner

Created my Real-time versions of favorite pieces of production design form Blade Runner 2049 with Twinmotion and Maya.

Real-time Wallace Office Blade Runner 2049 environments videos:


Staircase 3d scene and how to make it better starts with forensic analysis of the vision of the concept art

Whenever I work on a scene I try to do a forensic analysis of all the details and major spatial relationships, and the story embedded in the scene. Great movie directors never have random things in their scenes and all the details are under control and support the storytelling. Here is a forensic analysis of my concept art:

I approach environments as a photographer and a painter. I began my career in 3D as a set designer for theatrical plays and my approach is a story and then lighting and space, and then everything else.

I also studied extensively Renaissance and Flemish Masters who use lighting as the main worldbuilding tool of their paintings. With Rembrandt being my favorite painter – I like chiaroscuro, I love when painters and directors use it and enjoy using it myself.

I always ask what is the story and where this environment sits in the large scheme of worldbuilding. What is happening and why.

In addition, I look up technical details, l for example if I work with a movie-inspired world like Blade Runner, for example, I find out what lens the director used. For Blade Runner and the large interior sets the director often used 14 and 16 mm lenses to underscore the enormity of the spaces.

Creating the staircase set in Maya, lightning and Megascans materials in Twinmotion:


Forensic analysis of the vision of the concept art for the Wallace Office scene



Creating the Wallce Office environment in Maya, lightning and Megascans materials in Twinmotion:

I made these in a day to study the space and lighting, and if I were to do them  properly I would make sure walls and the edges of the walls are never uniform and add small details. There are never straight lines in the real world, even in Ikea.

These are just blockouts for the space and the mood which I think are the most important when creating a scene. Below – making the Las Vegas scene in Twinmotion simply blocking out the mood and the space. Often times when 3d scenes are made in places like metaworlds and augmented reality and in many games – lighting and mood are rarely a consideration so everything looks the same.