Hello! I’m Casimir. I used to work in the VFX/Animation industry back in Paris for 4 years and in September I had the opportunity to join Allegorithmic as a Texture Artist in Montreal.

Last month we visited Vancouver’s big VFX & Animation studios, and so to prepare for the trip I decided to work on a very large-scale asset. I found this Parisian building, composed of more than 2.5 million polygons, and I made 44 UDIMs for all the elements. This was going to be an interesting challenge, especially given that the demo would have to work live on a laptop.

I chose this asset because back at Illumination Macguff I made a lot of buildings for Despicable Me 3, and I used Substance Painter for that (2 years ago). This was often quite challenging from a technical perspective, and so I wanted to test the new version and see if the new features helped the artist to texture this kind of asset.

The experience was incredible: after struggling for two days with the UVs, I textured it in less than a day! The new instancing feature was key to this, and so in this post, I will explain the process I went through to texture and render the asset.