Disney's moana - look development

all images copyright @ Disney Animation Studio

Concept art by Mehrdad Isvandi - Disney's Moana

Concept art by Mehrdad Isvandi - Disney's Moana

KAKAMORA - ENVIROMENT LOOKDEV

Super exciting sequence I got the chance to work on.  Sara Cembalisty did a first pass on it and then me and Victor Hugo Queiroz took over the sequence to keep developing and pushing things as you see in the movie.

I worked mainly on the 2 barges, being responsible for polish and balance them and also develop the tecnical and visual solution for the junk, which was pretty indefined. 

The big barge I splited with victor hugo. After the assets was done we worked on all close ups and specific things the sequence required.

Sequence is around 140 shots.

Example of Xgen work done in one of the barges. The tecnical and  and visual solution  was done for all the junk in the sequence. The biggest challenge was to create something that holds up for all the different shots. The sequence is around 150 shots long and we would have shots in everywhere. I also had to texture over 100 objects which was scattered over the barges. This was done in a procedural way in order to speed up the process and keep the details for the close ups. Another big challenge was the objects intersection. Xgen doesn't have any colision feature and the only way to get rid of the intersecting objects was to do it by hand. I scattered first the bigger elements so I would have control of the design, rithm and placement. The last layer is generic junk which I had to remove all the intersecting objects.

Example of Xgen work done in one of the barges. The tecnical and  and visual solution  was done for all the junk in the sequence. The biggest challenge was to create something that holds up for all the different shots. The sequence is around 150 shots long and we would have shots in everywhere. I also had to texture over 100 objects which was scattered over the barges. This was done in a procedural way in order to speed up the process and keep the details for the close ups.

Another big challenge was the objects intersection. Xgen doesn't have any colision feature and the only way to get rid of the intersecting objects was to do it by hand. I scattered first the bigger elements so I would have control of the design, rithm and placement. The last layer is generic junk which I had to remove all the intersecting objects.


TEKA - LAVA MONSTER

I was one of the 3 artists group (Larry Wu and Benjamin Huang) responsible for Teka, on the look dev side. I took over the character on the crunch of the production and I was responsible for technical and artisitc aspects throught the shots.

 


MOTUNUI PEAK

Responsible for the look dev on motunui peak, including all vegetation scattering and the distant version of the montain.

Look development Render - all vegetation done In look dev with xgen


LAIR OF TAMATOA - ENVIRONMENT LOOKDEV

I was responsible for the environment look on the Lair of Tamatoa, I took over the sequence from Mitchel Snary in early stage. Pretty intense one, with over 150 shots in it. One of my tasks was to help the art directors to create this little world. I didn't have any concept art to follow, so it was a lot about improvising and talking with them. the deadline was super tight in this one and i'm very proud of what we came up with.

Some early environment exploration

Some early environment exploration


MAUI'S CAVE

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Early version of maui statue

Early version of maui statue

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