Avril Grace B. Villodres
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2d  style - Room

A study in 2d style rendering using 3d.
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Game Environment - Hipster Bar

​Game background for Final Page Productions.
 

Game Environment - Strip Club

Game background for Final Page Productions.


Interior Visualization
Day and night 3D renders for a client using Vray and Maya.


Ancestral House

Trying something cute for a change.
Fun fun fun ~
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First Person Shooter Theme

The design of the environment was taken from the Half-Life environment art by Alistair McNally http://www.al3d.net/half-life2.htm
The character model was done by my friend Shubhomoy Gosh in the style of Ghost Recon. https://vimeo.com/73011462
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Below are the layer passes: Diffuse, Rawlight, Rimlight, Zepth


Project for NGX Interactive

I did some freelance work for NGX Interactive for their Wayfinding Interactive Touchscreen project for Chilliwack Secondary School. This is the exterior of the school that I made in Maya.  It was my first time to work for a studio here in Vancouver. Everyone was great and I enjoyed working for them. 
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Ancestral House

Models created in Maya and Zbrush. Textures were mostly done in Photoshop. Vray was used to render the scene, and Nuke for the final composite.  All models, textures, lights, rendering and compositing were done by me.

click on images to view in higher resolution

Ancestral House - Avril Villodres from Avril Villodres on Vimeo.



Courtyard (work in progress)  GAME ENGINE
Personal Project

Models were created in Maya, then brought into UDK. I will still need to add foliage and other elements to the environment.
All models, textures and lights were done by me.

click on images to view in higher resolution


Fantasy Environment (Work In Progress)  GAME ENGINE
Personal Project


This environment was inspired from Fan Ming's beautiful artwork. I plan to add a bridge, foliage, vines, fog, and more rocks to the scene. 
I created the models in Maya and brought them inside UDK.

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Fishing Village


Below are some greyscale conceptual art I made for a fishing village.
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Spooky Environments

Charcoal and Chalk Pastels

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Standing Stones

Below are two  conceptual environments I made for a mystical scene involving standing stones.
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Glow-Worm Island - GAME ENGINE
Personal Project

Models were created in Maya, then brought into UDK.  All models, textures and lights were done by me.

click on images to view in higher resolution


RPG Metanoia


Back in 2007 to 2010, I was involved in the production of RPG Metanoia, the first All-Filipino-3D Animated feature film.  
It won 3rd Best Picture in the 2010 Metro Manila Film Festival.

My work in the film basically involved texturing and lighting for characters and environments. I was also the supervisor for the Texturing and Lighting Department.

Below are some of the scenes I worked on.  The studio could not afford high-end rendering so everything except the bottle and glass marbles were rendered using Maya's Software Renderer.  The only time we used Mental ray was for the bottle and glass marble layers.

click on images to view in higher resolution


Carnival

During production downtime I did some texturing and lighting exercises from CGSociety. One of these was the Carnival scene. 
Texture and lighting were done in Maya.  Additional detailing were made in Photoshop.  All textures, lights, rendering and compositing were done by me.

The models used in this scene were made by CGSociety's Dan Konieczk
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Hoodwinked

This scene is from the movie Hoodwinked. I worked as one of the team leads for the Texture & Light Department.  The production took around 3 years to make. 
I did the lighting and environment texturing for this scene.  It was one of my most favorite scenes to light in this sequence. Unfortunately, the final look that was used for the movie was changed when the project was moved to another studio.
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  • Home
  • ENVIRONMENT
  • CHARACTER
  • MISC
  • Demo Reels
  • Resume