Cornel Hillmann
VFX/3D projects showcase and historyThis is a quick overview of the different types of work I have done as a VFX/3D generalist, from way back until recently. The first section is modeling, sculpting and asset creation. Section 2 shows examples of my animation and motion graphics work. Section 3 features my earlier cartoon-oriented work, when I moved from 2D to 3D. The fourth section is about my workflow and world creation pipeline, and the last section shows how I visualize and illustrate concepts, in this case, XR concepts in a design thinking context.
In the first section below are a number of examples of my 3D visualization pieces, showcasing hard surface and organic modeling, texturing and rendering, including character and creature design.
The following section shows six examples that represent the various kinds of animation and motion graphics work that I do, from very early work (Ezecom) to a recent project (Mylings):
1. Mylings VR: Cinematic teaser with Unreal 5, keyframed using sequencer and camera rail. Girl model plus other assets: Created, or modified in Blender and textured in Marmoset Toolbag.
2. The Future is Wild VR (FIW VR): Series of VR showcases for the relaunch of the popular TV show. Shown at Mipcom in Cannes and Buchmesse Frankfurt to present new content development for FIW VR. The titan dolphin was modeled in Zbrush, textured in Substance Painter and animated in 3DS Max.
3. Ben Wirth Licht: Product launch video for the German light designer Ben Wirth. Character animation with Maya using the full body IK rig. The video was finalized with motion graphics in Adobe After Effects.
4. Ezecom TV commercial: TV spot for nationwide campaign of one of SE Asia’s largest ISPs. The motion graphics trailer was done in After Effects with some 3D rendering using The Foundry’s Modo.
5. Metahuman project: Assignment by Channel News Asia for the “Why it matters” show. The objective was to create a Metahuman character with the likeness of the show’s host Yoshua, using Epic games Metahuman Creator and setting it up using the facial performance capture, for live facial animation.
6. Biotope Unreal scene: A scene from Biotope, a SpecZoo (Speculative Zoology) title. Modeling was done in Zbrush, animation in 3DS Max. Setup in Unreal using the Neofur shader.
History: Early Works
Below are examples of my early 2D/3D design work with a focus on cartoon characters, including the concepts for the game prototype of “Azenta” (later renamed to “Troll & Armor”), an action adventure based on the Gamebryo engine.
Worldbuilding: Workflow & Pipeline
This section illustrates my workflow and pipeline with production examples. These days I mostly work with Blender, Unreal, Twinmotion, Davinci Resolve, Marmoset Toolbag, Zbrush, Substance Painter, Spine Pro and occasionally Akeytsu for game animation loops. I have previously used Cinema 4D, After Effects, Maya, 3Ds Max and Modo for many years and occasionally go back to these tools if the production requires them. For fast world building, I typically check if usable marketplace assets are available, before making the decision to create unique custom assets for environments in Unreal or Twinmotion. For VR-based design and prototyping, I use Gravity Sketch, Shapes XR and ShapeLab.
Visualizing ideas: Illustration
Finally, examples of how I use visualization tools to illustrate design concepts, in this case, XR topics in a design thinking context. Very often, I start by sketching out ideas in 3D using Blender to then flatten and simplify them, for better visual impact.