Ghost in the Shell - Environments

I had the opportunity to be involved with the recent GHOST IN THE SHELL production. I was part of the Digital Environments team at MPC, and mostly responsible for environment modeling / texturing. I also got the chance to do some design work as well as lighting, rendering, and some compositing.

I got to work with a lot of super talented artists, and have a huge thanks to give to Pier, Khalid, Attila, and Garrett for everything I learned and got the chance to work on... it was super fun!

I should mention that all of these shots were a HUGE team effort by the MPC team. I simply had the chance to collaborate on the Environments department, and the final images are a product of all of our efforts and disciplines combined.

©2016 Paramount Pictures.

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SkinnyMan fight.

I did a combination of environment modeling and texturing for this sequence.

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I was primarily responsible for the modeling and texturing of all the signs. I was also responsible for the texturing of the ground-level part of the middle building (between the Major and Batou).

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Hanka Robotics: Interior Corridor

I did the modeling, texturing, shading, lighting, rendering, and early compositing for this shot. The hallway is almost full CG, with the exception of a couple FG hallway plate panels.

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Here you can see the digital set used again behind the window.

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Hanka Spyder Tank Fight - Environment Modeling

I was responsible for modeling some of the environment for this shot including rubble pile where the Spyder Tank walks, debris, destruction, vehicle, and several buildings.

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Hanka Spyder Tank Fight - Environment Modeling

I was responsible for modeling some of the environment for this shot including rubble pile where the Spyder Tank walks, debris, destruction, vehicle, and several buildings.

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In this shot I did some of the modeling for the futuristic bridge lights, as well as the texturing, lighting, and rendering of those assets.

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Maceij Hotel: Interior Ceiling Set Design

I designed, modeled, textured, lit, and rendered the full CG ceilings for the Maceij Hotel encounter sequence. It was a blast working on this, from concept to finish.

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Design, modeling, texturing, shading, lighting, rendering, and early compositing of cg ceiling

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Design, modeling, texturing, shading, lighting, rendering, and early compositing of cg ceiling

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Design, modeling, texturing, shading, lighting, rendering, and early compositing of cg ceiling

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Design, modeling, texturing, shading, lighting, rendering, and early compositing of cg ceiling

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I was responsible for the texturing, look development, lighting, rendering, and early compositing of all the hanging wires in this shot

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I was in charge of modeling the tank room and tank assets for this sector. This is where Batou loses his human eyes.

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Hanka Spyder Tank Fight - Environment Modeling

I was responsible for modeling some of the environment for this shot including rubble pile where the Spyder Tank walks, debris, destruction, vehicle, and several buildings.

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Debris, rubble, and barbwire assets I made were used to populate the Spyder Tank sequence.

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Environment modeling

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Responsible for some of the modeling in this shot (rubble piles and debris).

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Modeling of rubble piles and debris spread throughout this shot.