Built in UE5 and Max, this scene clocks in at ~55,000 triangles, optimized for low-spec computers and VR environments. I leaned heavily on modular assets, trim sheets, and decals to balance performance with visual fidelity, ensuring the room feels alive without taxing hardware.
🌌 Recreating the Pod Bay Room from 2001: A Space Odyssey – My 2025 DMU Final Project! 🚀
This project is my love letter to Stanley Kubrick’s 1968 sci-fi masterpiece, a film that redefined storytelling and visual design.
What’s your go-to trick for optimizing complex scenes? 👾
2001, Cinematics and walk through
balancing authenticity with optimization pushed my skills to the limit. Late nights tweaking lighting to match Kubrick’s stark aesthetic or refining textures to feel both futuristic and retro taught me the value of persistence and precision.
The journey wasn’t easy—balancing authenticity with optimization pushed my skills to the limit. Late nights tweaking lighting to match Kubrick’s stark aesthetic or refining textures to feel both futuristic and retro taught me the value of persistence and precision.
If you guys could take a minute and vote for the most talented person I know for Rookie of The Year in Game Development
I will greatly appreciate it:)
https://t.co/gFUbTwI23K
#PortfolioDay
Hi, Gabriele here! I am a 3D artist, I'm specialized in creating props, materials and texturing, environments. Looking for a job in gamedev or movie industry or any other! My portfolio:
https://t.co/fxHSWeNqye
A Tribute to Kubrick: WIP Recreation of the '2001' Universe
Today marks the anniversary of 2001: A Space Odyssey, a film that redefined sci-fi cinema storytelling.
Still a lot to refine, but I’d love to hear your thoughts! What’s your favorite scene from 2001?
#3DArt#3d#ar