Lucas Cuenca
407 posts

Lucas Cuenca
@LucasMCuenca
I Design & Art Direct Characters and Creatures for Films Shazam2, Venom 1 & 2, Dune 1 & 2 , Pacific Rim,
Vancouver Katılım Ağustos 2016
385 Takip Edilen215 Takipçiler
Lucas Cuenca retweetledi

💫 It’s our final day of showcasing #MaxonOne at #SIGGRAPH2025!
🌟 Special thanks to @JonathanWinbush, @FeretAngie, @LucasMCuenca, @The3DNinja, & Graham Henry & Jordan Henry of @MetaTailor_app. 🙌 Your expertise and innovations are paving the way for the future of creative tech!




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Lucas Cuenca retweetledi

🤩 Level up your character art! Join renowned Character Art Director @LucasMCuenca at #SIGGRAPH2025! Discover how #ZBrush innovations #3Dprinting, film creatures, game characters, & more!
🎟️ Secure your 🆓 guest pass now with promo code MAXO485232 👇
➡️ s2025.siggraph.org/register
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Lucas Cuenca retweetledi


@RassoulEdji @AndrewHodgson3D Im not trolling man. Im just saying that this kind of things burn bridges and i dont think everyone else understood it in the way you want it, thats why is simple courtesy to state what you did and give credit thats all .
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Are you trolling? You must be trolling. I’m very careful with my wording. Use of the words “DNEG” and “their” very obviously mean work that isn’t mine or related to me. “We” or “I” very clearly mean work that I did or was a part of. Absolutely nothing of what I said can be interpreted for me taking credit for others work if you simply read.
I’ve said it before and will say it again for the last time, both my and 80lvls wording is very clear on what work DNEG did and what work I was a part of.
If you read my post or their post and got the idea that I’m claiming credit for others work then you should read my post again carefully and deconstruct the language used.
To say that I should state that I didn’t work on something when my wording very clearly already conveyed that information is so absurd that I can only conclude that you are trolling.
Having said all that, I’m done with justifying my post and will no longer engage in this petty discussion. It’s not that hard to understand what the post is about and to see that I have very clearly differentiated between what DNEG did and what I did - everyone else has understood it perfectly fine.
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Due to their immense scale and required level of detail, the Jaegers in Pacific Rim Uprising (and the first film) had an average UDIM count of 1000+ at 4K resolution.
DNEG used Clarisse to bake out their data maps for them because of the sheer amount of computation needed.
We ran into this same issue with our larger characters in Transformers ROTB. Graphics cards simply didn't have enough VRAM to be able to bake down that amount of 4K data.
I designed a custom baker with RenderMan which could run on the render farm to bake down our heavier assets.
Working on shows that have huge singular assets like Pacific Rim and Transformers requires a lot of data management and optimization for I/O through the pipeline.


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@RassoulEdji @AndrewHodgson3D ofcourse it is you are saying things and talking about things like if you have live them, is very misleading and it almost look like you are trying to take credit of it, that being said i think you should state that you didnt work on this at the begining of your post .
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If you read my post it is very clear what I did and what I didn’t do. Absolutely nothing of what I said is speculation. If you also read the 80lvl article they never state that I worked on Pacific Rim and they even linked the original DNEG article in their post. Both my post and the 80lvl post clearly differentiated between what DNEG did for Pacific Rim and what I did for Transformers. This is only an issue because you’ve decided to make it one.
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@RassoulEdji @AndrewHodgson3D the thing is that you should have started this post with : '' I DIDNT WORKED IN THIS FILM AND I DIDNT WROTE THE ARTICLE EVERYTHING IM SAYING IS JUST SPECULATION '' im saying this because 80lvl shared this and they understood that you actually did something
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I gave full credit to DNEG. Linking the source has nothing to do with giving credit. If my post was entirely about the work on Pacific Rim based on the info from that article I’d have linked the article like I have done for other posts which take info from articles I’ve read or videos I’ve watched.
As I said, my post is about one specific thing which is highlighted in the source article and that is the handling of large scale texture data. I elaborated on what DNEG did with my own experience of doing it and how I did it differently, giving full credit to what DNEG did and differentiating between the workflows.
You’re making a problem where there isn’t one and insulting me in the process and it’s honestly petulant from someone of your calibre. You provided extra value under my post by providing the source link for further reading for anyone interested and I thanked you for it and provided my valid reasons for why I didn’t include the source myself. Let it go…
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Hello Guys !
I recently had the pleasure of being interviewed by @maxonzbrush where I shared my journey into, digital sculpting and how I bring creatures to life with ZBrush .
Full interview here: youtube.com/watch?v=55iNAN…
#ZBrushForiPad #ZBrush #maxon

YouTube
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I'm thrilled to share that I had the incredible opportunity to be part of the beta team for ZBrush for iPad, thanks to the amazing folks at @maxonzbrush !
I sculpted and painted the Dragon using ZBrush for iPad, and then rendered it in Cinema 4D and Redshift .
#ZBrushForiPad




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Lucas Cuenca retweetledi

🚨🚀 It’s here! #ZBrushForiPad is out now with the September release of #MaxonOne! 🎨 Take the power of #ZBrush with you anywhere you may roam and never miss out when inspiration strikes! Visit ZBrushForiPad.com or
👀 See more with link in bio 🔗
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Lucas Cuenca retweetledi

Xencelabs Welcomes Lucas Cuenca | Artist Spotlight for June!
Lucas is a Character & Creature Art Director/Supervisor specializing in visual development, from concept to final shots.
youtu.be/Udan1G98WEE?si…
#Xencelabs #CreatewithXencelabs #ArtistSpotlight #createwhatyoudream

YouTube
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Lucas Cuenca retweetledi

Lucas Cuenca @LucasMCuenca shows us a preview of the raw sculpting power that will be available on #ZBrushForiPad! Learn more and apply to be a beta tester at: zbrushforipad.com
Rendered via #Cinema4D with @MaxonRedshift

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Lucas Cuenca retweetledi

Thanks to @Apple for highlighting #ZBrush for #iPad in their latest keynote! We’re so excited for what we’ve been working on and can’t wait to show you more! Learn more and apply to be a beta tester at: zbrushforipad.com
Link in bio
Sculpt by Lucas Cuenca @LucasMCuenca

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@adamconover Hey man i get your point normally the vfx studios have locations in india where they send work, that being said the vfx studios need to do that because the battle for the work is routhless
Also People dont understand the amount of knowledge we need to have to do the work we do
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Lucas Cuenca retweetledi

This is HUGE news. Congratulations to all the VFX workers who helped make this (and the many victories to come) possible! STRONGER TOGETHER
IATSE // #IASolidarity@IATSE
BREAKING: Visual Effects (VFX) crews at Marvel Studios have filed for a unionization election with the National Labor Relations Board. This signals a major shift in the VFX industry, which has been largely non-union since the 70s. VFX WORKERS ASSEMBLE!! vfxunion.org
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Lucas Cuenca retweetledi

Want to know how we brought to life @ponysmasher's vision for #Shazam2? ⚡ From Ladon the Dragon to the tree of life — and more! — uncover our #DNEG team's #VFX work in this article from @beforesmag 👇
befores & afters magazine@beforesmag
A visual journey into @dneg’s dragon, unicorn and Tree of Life in @ponysmasher's ‘Fury of the Gods’, at @beforesmag beforesandafters.com/2023/05/10/a-v…
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