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RWBY 8 Environments

On RWBY 8 we split up the modeling team into modeling and lookdev. So modeling does the modeling and initial UVs and lookdev does textures, materials, and adjusts UVs. I stayed on the modeling side and mostly stuck to just environments.
This was a change we were all a bit uncertain about at first but ended up working very well for us. The two following (currently un-announced) projects greatly improved in quality due to this decision.

https://www.artstation.com/timreed
https://www.artstation.com/cesaralt
https://www.artstation.com/shaneroberson
Tad Catalano - https://www.mightycoconut.com/
https://www.artstation.com/leonelpecina
https://www.artstation.com/urban3d
https://www.artstation.com/rmigl
Brandon Bruse - https://sunhutzu.carbonmade.com/
https://www.artstation.com/alexaendros
Paul Yoon - https://yoonie6637.wixsite.com/portfolio
Megan McDaniel - https://meganimation.weebly.com/

MonstraBridge - Based on an initial Concept Model I built out the set.

MonstraBridge - Based on an initial Concept Model I built out the set.

I really enjoyed making the throne for this room. It just ended up being so gross and tooth like.  :)

I really enjoyed making the throne for this room. It just ended up being so gross and tooth like. :)

Cesar did the material work.

Cesar did the material work.

MantleCrate - Made the environment based on Sana's concepts.

MantleCrate - Made the environment based on Sana's concepts.

Quick alley I threw together.

Quick alley I threw together.

Grimm Chase environment. I took an existing Mantle environment and added a damage pass for an over hanging bridge and a side wall.

Grimm Chase environment. I took an existing Mantle environment and added a damage pass for an over hanging bridge and a side wall.

There was a before and after state. I also handed off the fill geo to FX for a good break.

There was a before and after state. I also handed off the fill geo to FX for a good break.

Broken wall chunk.

Broken wall chunk.

AMCCentralCommand - Started with a rough concept model that I took to final model. Paul Yoon did the texture/material pass here.

AMCCentralCommand - Started with a rough concept model that I took to final model. Paul Yoon did the texture/material pass here.

I love this goofy bit. I believe Leo modeled out the hallway this area connects to.

I love this goofy bit. I believe Leo modeled out the hallway this area connects to.

To the right of this upper area was a cool computer console. Watts uses it for a moment later on but I was surprised it didn't get fully seen in the show.

To the right of this upper area was a cool computer console. Watts uses it for a moment later on but I was surprised it didn't get fully seen in the show.

AMCTerminalWalkway - I believe the initial set was created by Alex before he left. I remodeled some of the outer bits but by main contribution was connecting the different wings of the set and DAMAGE!!!

AMCTerminalWalkway - I believe the initial set was created by Alex before he left. I remodeled some of the outer bits but by main contribution was connecting the different wings of the set and DAMAGE!!!

Made a cracked damaged doorway variant.

Made a cracked damaged doorway variant.

Growing crack splitting effect I created.

Growing crack splitting effect I created.

AmityColosseumINT - I think Tim did the center console, Cesar did most the modeling. I helped out with some of the center bits and the outer rings of the platform. This is also a super old set making a come back. So lots of people have touched this place.

AmityColosseumINT - I think Tim did the center console, Cesar did most the modeling. I helped out with some of the center bits and the outer rings of the platform. This is also a super old set making a come back. So lots of people have touched this place.

I made melty versions of the beams that I think was made more extreme by fx or post.

I made melty versions of the beams that I think was made more extreme by fx or post.

AtlasHotelExt - I think Tim did the initial model for the Main hotel building. Weston did concept and bashed models for outer stuff.

AtlasHotelExt - I think Tim did the initial model for the Main hotel building. Weston did concept and bashed models for outer stuff.

I remodeled the concept buildings and filled out the city with a new set of buildings.

I remodeled the concept buildings and filled out the city with a new set of buildings.

Christine Stuckart did the material/ lighting pass.

Christine Stuckart did the material/ lighting pass.

SchneeManorExterior - We return to this set this season and I create all the damage variants for this set.

SchneeManorExterior - We return to this set this season and I create all the damage variants for this set.

Crater for Penny

Crater for Penny

The damage variants for the Manor were a real headache for lighting but it worked out. The actual interior and exterior models don't align correctly.

The damage variants for the Manor were a real headache for lighting but it worked out. The actual interior and exterior models don't align correctly.

MonstarLampRoomInt- Created the environment based of concept by Sana and lookdev by Megan McDaniel.

MonstarLampRoomInt- Created the environment based of concept by Sana and lookdev by Megan McDaniel.

StaffOfCreationChamber - created hills and mash pass, Tim Reed made adjustments to grass mash pass. Very Simple set, looks great.

StaffOfCreationChamber - created hills and mash pass, Tim Reed made adjustments to grass mash pass. Very Simple set, looks great.

Crater set - I took the original concept blockout of Atlas / Mantle Crater and remade it.

Crater set - I took the original concept blockout of Atlas / Mantle Crater and remade it.

Big fun Crater set. Due to script changes Atlas was going to fall here but Kerry still wanted it to be flooded. So we sorted out that the fall triggered the dust mines to explode creating an opening for the water to rush in and flood the city.

Big fun Crater set. Due to script changes Atlas was going to fall here but Kerry still wanted it to be flooded. So we sorted out that the fall triggered the dust mines to explode creating an opening for the water to rush in and flood the city.

I modeled it, reused buildings from the outsourced atlas kit. Paul Yoon UV and lighting pass. Lots of FX work on top of this for the water. This was an awesome part to work on.

I modeled it, reused buildings from the outsourced atlas kit. Paul Yoon UV and lighting pass. Lots of FX work on top of this for the water. This was an awesome part to work on.

FX and front area paint over by concept.

FX and front area paint over by concept.

This area was Shane's set. I worked with Tad on the foliage in the background. I also created the large shells. Can't say much for this area at the moment.

This area was Shane's set. I worked with Tad on the foliage in the background. I also created the large shells. Can't say much for this area at the moment.

RWBY 8 Trailer