The following cinematic, titled The Legion, and its breakdown were sent to us by CGSociety member Santhosh Koneru. Santhosh is a 3D generalist currently residing in Hollywood, CA. Be sure to check out his CGSociety portfolio to stay updated on his work.



This project was done for my demo reel class at Gnomon. The main reason I chose this career is because I wanted to give life to my stories and share with the world. When I came to Gnomon I had almost 4yrs of experience as a 2D matte painter and Graphic Designer with Zero 3D experience. But all I knew then was that I want to be able to make a cinematic of my own.


The only best way I knew to direct a cinematic in the future was if I know the pipeline well, just so I can guide my team the right way. So, I followed the generalist track and decided to create a cinematic for my demo reel so that I could graduate not just with the knowledge but with confidence to plan my future. I did get help from some of my awesomely talented friends Paris B and Nathan Huang for smoke FX, Shauna Klebesadel and Ashley Stegon for Spaceship Modeling, Devon Chiu for Spaceship concept and James Reynolds for Character Concept development, last but not the least my friend Peter Tobolsky helped me concepting the under armor for the character.


I did learn a lot during the course of this project…had to do a lot of R&D as a student, then try trouble shoot issues that Maya challenges me with. Optimizing the scenes for render was huge task, because I cannot loose the quality and also keep up with the deadlines. Luckily I got to us most computers in the best labs of Gnomon to render all the scenes.


To make the production process faster, I used Motion Capture for the walk cycles and Camera tracking to get the hand held feel to the scene. For the environments I used photogrammetry to scan rock faces and stones from which I also generated height maps in ZBrush to sculpt custom shaped rocks. This way I was able to save weeks of work. Though I use Mari for hero assets Substance Painter helped me texture other assets way faster.

Non of this would have been possible without the help of industry’s best artists whom I’m privileged enough to call my instructors.  

Softwares Used : Maya, Motion Builder, Mudbox, ZBrush, Mari, Nuke, Substance Painter, PF-Track, Megascans Studio, Photoshop, After Effects, Premier Pro, Agisoft.

Team Members:

Paris.B
Nathan Huang       
Shauna Klebesadel
Ashley Stegon    
Devon Chiu             
James Reynolds 
Peter Tobolsky