@remko.vda

3D & Motion Graphics Working with artists, designers & brands [email protected]
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Weeks posts
Updated this NISSAN DATSUN 240Z, fully modeled, textured, lit, and rendered from scratch using Maya, Arnold, and Substance Painter. The goal was to showcase the car’s iconic design through clean, minimalist presentation. I focused on profile views to emphasize its strong contour lines and long hood proportions, placing it in a dark, desaturated environment to enhance the silhouette and add a cinematic feel. Modeling: Maya Procedural texturing: Arnold node Editor Unique texture Maps: Substance Painter, Photoshop and Illustrator Rendering: Arnold Post-Production: Photoshop
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10 months ago
Content for @d_heygere Art direction @studio.m.paris Animations by me
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8 months ago
Modelled, textured, lit & rendered the Philips EL6030 – aka “The Cauliflower” Kept the setup clean and minimal to let that hammered paint texture shine. Used a classic 3-point lighting setup and focused on profile shots to show off the mic’s bold mid-century silhouette. The EL6030 was so tough it was built for use in the tropics — with a special plastic film inside to protect against extreme humidity. Philips claimed it could handle up to 75°C and was “practically indestructible.” It was used in the Dutch colonies and Catholic churches around the world thanks to its wide pickup range and freedom of movement. #philipsel6030 #retromic #3drender #productdesign #midcenturymodern #vintagemicrophone #cauliflowermic #cgi #lookdev #industrialdesign #designhistory #madeinholland #arnold #maya #substancepainter #lookdev
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9 months ago
exploring Rigid Body Dynamics in Houdini. I modelled most of the assets in Maya. Prepared the geometry for simulation by splitting up the model and pre-fracturing the geometry using: RBD-fracture (Glass, Wood and Concrete), Voronoi Fracture and Boolean Fracture. then packed all the geometry, created constraint networks (green network box -> RBD constraint connections, red network box -> RBD constraintproperties )and simulated using an RBD-solver. I added dust-trails using Pyrosolver and small debris using the debris shelf tool. slide 1 : clay render of simulation slide 2-6 : still renders slide 7 : general structure slide 8 : splitting model and creating groups slide 9-12 : pre-fracture, packing and RBD constraint network slide 13 : simulation network overview
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10 months ago
I created this cover design for the sixth issue of Gruppe magazine, themed “On God”. We aimed for the look and feel of a spiritual, or mystical book, without referencing any specific religion or belief system. We chose to leverage Gruppe’s bold logo by seamlessly integrating it into the cover design, rendered as though it were embossed into aged leather, adding depth and tactility to the visual narrative. Cover by me Mock Up: Gruppe Go grab your issue @gruppemagazine #NoAi #3DDesign #CoverArt #magazineCover #Spiritual #Religion #SubstancePainter #textures #EmbossedDesign #LeatherTexture #GruppeMagazine #OnGod #DesignCommission #ModernSpirituality #3DArtwork #Render #bookcoverstyle
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1 year ago
Polished this sauce bottle to meet portfolio standards. For this project, I was tasked with creating a realistic used sauce bottle. I recreated the original labels in Illustrator and the texture maps were created and refined in Photoshop, incorporating wear, grime, and residue for an authentic look. The final render was created in Arnold, highlighting surface imperfections, natural reflections, and subtle translucency using a traditional three-point light setup.

For post-production, I rendered several AOV passes and applied light compositing to refine the final image. Subtle film grain and depth of field were introduced to enhance realism while maintaining a clean product presentation. #3DArt #ProductVisualization #CGI #DigitalArt #LookDev #CreativeProcess #AutodeskMaya #ArnoldRenderer #AdobePhotoshop #AdobeIllustrator #3DRendering #LightingAndRendering #VisualDevelopment #BottleRender #PackagingDesign #SauceBottle #Firelli #DesignVisualization #Photorealism #DAE #howest
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1 year ago
Here’s a small process video of all my test renders while working on the project. Took a while to decide on the exact composition but I got some great help here from the instructors at @howest_dae
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1 year ago
We were tasked to create a scene inspired by a movie for the 3D3 course at @howest_dae , I created this scene inspired by Howl’s Moving Castle. With the exception of the garlic braid, dried herbs, flower bouquet, and burnt logs of wood, all the models were modelled by me using Maya, were textured in Substance Painter and rendered with Arnold. This project taught me a lot about texturing, lighting, and rendering. /artwork/K32dRW #Arnold #Maya #SubstancePainter #dae #digitalartsandentertainment
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1 year ago
I decided to expand my skills by learning a new software and chose Blender to model the iconic 1980s Carlo Bimbi “Charlie” chairs. These are the results of my first adventure in Blender and rendering with Cycles. I have to admit, switching from Maya to Blender wasn’t as seamless as I expected. Still, Blender’s modeling tools seem incredibly powerful. Learning 3D is the result of a lot of trial and error… inevitably one crashes the software or creates undesired results in the process but some of these ‘mistakes’ are hidden gems as well.
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1 year ago
DEFENSE WALL: Houdini Digital Asset of a fully procedural defence wall with custom UI. The HDA expects 3 INPUTS: 1st INPUT expects a TERRAIN 2nd INPUT expects a CURVE The curve will decide where the wall is generated. 3rd INPUT expects a BOX - Where-ever a box intersects with the curve a watchtower will be generated. - Two intersecting boxes generate a gate. THE HDA OUTPUTS: 1. DENSITY MAPS of the wall, placers and terrain. 2. GEOMETRY GROUPS of all the assets and its details are provided. Software used: SideFX Houdini, Autodesk Maya
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1 year ago
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1 year ago
The result of my first time procedural modeling In Houdini and creating a UI. it was pretty challenging but we did it and I learned a lot building these Pic Nic tables @howest_dae
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2 years ago