Forest Creature Drawn with NVIDIA GeForce RTX 3090

    A new addition has been added to NVIDIA Studio’s work with concept designers from around the world. This time, Pablo Munoz Gomez drew a forest creature using NVIDIA GeForce RTX 3090. Here is the project that you would think is real at first glance and the story behind it…

    In NVIDIA Studio’s weekly creative content series, featured designers’ artworks are shared, along with their creative tips and tricks. It also aims to demonstrate how NVIDIA Studio technology accelerates creative workflows. This week, we are embarking on a design journey with Pablo Munoz Gomez, founder of ZBrushGuides and 3DConceptArtist academy.

    Gomez, who did special work for NVIDIA Studio, drew a forest creature using NVIDIA GeForce RTX 3090. Explaining how this three-dimensional forest creature was created, Gomez enabled anyone who wishes to make a similar design. Let’s take a look at both that forest creature design and the story behind the project together.

    Forest creature was drawn by Pablo Munoz Gomez using NVIDIA GeForce RTX 3090

    Gómez started his design journey with a preliminary sketch in Krita, a two-dimensional application. The goal was to figure out how many three-dimensional objects would be needed when adding some colour as a reference to the palette later on. Gomez then moved the design to Zbrush, where he used special brushes to create basic models for the creature, rocks, and plants. The project has since been moved to Adobe Substance 3D Painter to apply 3D models. That’s where the acceleration benefits of NVIDIA GeForce RTX 3090 are revealed. NVIDIA Iray technology in the viewportallowed Gomez to edit in real-time and use ray-tracing with higher rendering speeds, all powered by the GeForce RTX 3090 GPU.

    The above image looked like this in the early stages

    The work of the concept designer was not limited to these. Searching for more customization for the background after creating the forest creature, Gomez downloaded a grass object from the Substance 3D object library, imported it into Substance 3D Sampler, and adjusted several sliders to create a photo-like image. RTX-exclusive interactive ray tracing enabled Gomez to apply simultaneous realistic wear and tear effects powered by his GPU. Gomez, who built his visual on Marmoset 4 and easily switched the noise canceller from CPU to GPU, did this while performing real-time ray tracing .and had the opportunity to access smooth visuals in the field of view. This was done by accessing the Lighting and Ray tracing selections in the main menu and changing the noise canceller from CPU to GPU. Gomez, who made the final composition, lighting and colour editing in Adobe Photoshop, completed his work after adding the new background.

    Speaking about his project, the concept designer said: “3D design workflows can be incredibly challenging. The right GPU allows it to focus on content creation. Since I’ve upgraded to the GeForce RTX 3090, I don’t have to wait for a render or worry about optimizing a scene so I can spend more time on the ‘creative phases’ and test some topics more to refine my concept. I can see the results in real-time.” 

    This is how the above project was implemented

    So what was the story behind this forest creature? Giving the answer to this question, Gomez said, “Everything starts with a story for me. The story of the forest creature is quite simple… A very small fantasy character who lives in the forest and spends his life balancing the rocks, the bigger the stones he manages to balance and stack on top of each other, the bigger they will become. “It will also become even more invisible. It will eventually grow to a gigantic size and disappear.

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