Quixel Rebirth Art Blast
Hello everyone! We have been really looking forward to showing the work behind our cinematic ‘Rebirth’, which we released at GDC. Our goal was to make the most photo-real environment the world has ever seen, running in real-time in UE4.
With the photorealistic results rivalling traditional offline renderers, we believe we achieved this. We have been so appreciative of the positive reaction to the cinematic, and we truly believe that Rebirth represents a new way of crafting computer graphics.
With the power of Megascans, UE4, our partners and the incredibly talented artists at Quixel, our dream turned into reality. Gathering an architect to art direct, VFX supervisor and 3 UE4 artists along with our partners SideFX and Emberlabs we set out to leverage the amazing scan trip we look to Iceland in 2018 to create ‘Rebirth’. This was us “putting our money where our mouth is” to see if we could make something amazing.
We are passionate about what we do here at Quixel. We are after all artists, just like you guys! Scanning the world, bringing the largest, highest quality assets for people across all industries to realize your creative vision is what keeps us motivated because, in the end, we can relate to the creative process.
Please take a moment to check out the passion poured into every asset and shot by our artists, and see how anyone can create amazing worlds with the power that Megascans has to offer. Keep your eyes open for future tutorials this summer, taking you through how we put the shots together.
Creative Director, Quixel
Joe Garth – Environment Artist
Wiktor Öhman – Environment Artist
Eoin O’Broin – Environment Artist
Victor Bonafonte (Beauty and The Bit) – Art Director
Teddy Bergsman Lind – Director
Dan Woje – CG Supervisor
Sébastien Van Elverdinghe – Scanning and Processing
Darryl Johnson – 3D Asset Pipeline Director
Umer Memon – 3D Asset Pipeline Lead
Paul Hutchison – Scanning and Processing
Alberto Moreno – Scanning and Processing
Majid Azim – 3D Surface Processor
Daanish Qureshi – 3D Surface Processor
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