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MAKING MARBLES RTX

WITH SUBSTANCE 3D &


NVIDIA OMNIVERSE
Jacob Norris — Adobe MAX 2021
NVIDIA Lead Environment Artist
Sol RTX Cinematics
Isaac Robotics Simulations
Research and Development
DriveSim Autonomous Vehicle Training
Marbles RTX

JACOB NORRIS
PurePolygons twitter.com/purepolygons
facebook.com/purepolygons
artstation.com/purepolygons
jacob@purepolygons.com
Project Contributions, 2010 — 2017

JACOB NORRIS
PurePolygons

Various Other Projects


AGENDA

Project Overview

Discussing Workflow and Team

Previewing the High Quality Assets

How It was Made in Substance 3D Painter

Putting It Together in NVIDIA Omniverse


MARBLES RTX
MARBLES RTX
PROJECT OBSTACLES

2 Month timeline

Entirely new sub-d real-time workflow

Large number of assets need to be created

Small internal team of artists

Team all uses different 3D Packages for creating content


PROJECT SOLUTIONS

Optimized workflow using each artists strengths

Quick R&D on some simple and complex assets

Re-Use / Re-Purpose / Dropbox / All time-zones

Quickly onboard freelancers using new workflow

Omniverse helped connect all of our 3D Packages


NVIDIA OMNIVERSE
Collaboration Platform

3DS MAX MAYA BLENDER SUBSTANCE 3D

All programs connect to NVIDIA Omniverse


GETTING STARTED
MARBLES RTX CONCEPT
MARBLES RTX REFERENCE
Gather or “Create” Strong References

Build it Buy it Paint it


ADOBE SUBSTANCE 3D
PAINTER
ADOBE SUBSTANCE 3D
PAINTER
OUTRO SLIDE &
FINAL THOUGHTS

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