ENVIRONMENTS
Bonsai Tree
![](https://buguedes.com/wp-content/uploads/2024/05/FinalRender01-1-1024x576.png)
![6](https://buguedes.com/wp-content/uploads/2024/05/6-1024x576.png)
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![9](https://buguedes.com/wp-content/uploads/2024/05/9-1024x576.png)
![7](https://buguedes.com/wp-content/uploads/2024/05/7-1024x576.png)
![8](https://buguedes.com/wp-content/uploads/2024/05/8-1024x576.png)
![10](https://buguedes.com/wp-content/uploads/2024/05/10-1024x576.png)
![11](https://buguedes.com/wp-content/uploads/2024/05/11-1024x576.png)
![12](https://buguedes.com/wp-content/uploads/2024/05/12-1024x576.png)
![13](https://buguedes.com/wp-content/uploads/2024/05/13-1024x576.png)
![14](https://buguedes.com/wp-content/uploads/2024/05/14-1024x576.png)
![15](https://buguedes.com/wp-content/uploads/2024/05/15-1024x576.png)
![16](https://buguedes.com/wp-content/uploads/2024/05/16-1024x576.png)
![17](https://buguedes.com/wp-content/uploads/2024/05/17-1024x576.png)
![3](https://buguedes.com/wp-content/uploads/2024/05/3-1024x576.png)
![4](https://buguedes.com/wp-content/uploads/2024/05/4-1024x576.png)
Environment modeling, texturing, compositing, lighting and rendering.
All materials created were photoscaned and processed in Metashape, I baked the maps out of the scanned materials and tiled them in either substance designer or photoshop. All painted textures were created in substance painter using the created materials along with the program’s varied tools.
Software: Maya, Speedtree, Metashape Agisoft, Substance Painter, Substance Designer, Photoshop.
Rendered with: Redshift
Far From Home
Environment compositing, lighting and rendering.
Software: Maya, Substance Painter
Rendered with: Arnold
Antique Telephone Model
Software: Maya
Water Well - 3D Model
Software: Maya