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Roman Pillai
Roman Pillai


Rebuild, Restore
Produiction Studio:
CGI Video
Creative Director:
Concept, 3D Modelling, Rendering, Compositing
Role:
Concept, 3D Modelling, Rendering, Compositing
Produiction Studio:
Creative Director:
Rebuild, Restore
Rebuild, Restore
Role:
Concept, 3D Modelling, Rendering, Compositing
Creative Director:
Rebuild, Restore - In desolation, lies an opportunity for salvation.
Rebuild, Restore - In desolation, lies an opportunity for salvation.
In this piece, I explore the topic of thriving. In a world where new ideas and advancements become old news in a matter of months, primitive creations become long forgotten by the people who made them. Rising from the ruins, where once stood a rigid monument of control, it becomes host to a fragile yet nature’s persistent growth.
Switching back into the CG industry after four years in augmented reality, I sometimes wonder if I lost precious time I could have spent advancing my craft. As I rebuild my career, I feel ever more persistent in my drive to study, create, and thrive beautifully. Perhaps this artwork is a self-reflection of myself.
In this piece, I explore the topic of thriving. In a world where new ideas and advancements become old news in a matter of months, primitive creations become long forgotten by the people who made them. Rising from the ruins, where once stood a rigid monument of control, it becomes host to a fragile yet nature’s persistent growth.
Switching back into the CG industry after four years in augmented reality, I sometimes wonder if I lost precious time I could have spent advancing my craft. As I rebuild my career, I feel ever more persistent in my drive to study, create, and thrive beautifully. Perhaps this artwork is a self-reflection of myself.
For this project, I used Houdini, a tool I’m growing increasingly fond of and centering my creations around. I developed a procedural system that allows me to add damage to a 3D model, insert reinforcement bars into the concrete structure, and scatter crystals—while keeping everything fully art-directable. I decided to render within Blender, as it proved to be the most performant and VRAM-efficient renderer, all while still delivering realistic visuals. The final images were then taken into Nuke for compositing and color grading.
For this project, I used Houdini, a tool I’m growing increasingly fond of and centering my creations around. I developed a procedural system that allows me to add damage to a 3D model, insert reinforcement bars into the concrete structure, and scatter crystals—while keeping everything fully art-directable. I decided to render within Blender, as it proved to be the most performant and VRAM-efficient renderer, all while still delivering realistic visuals. The final images were then taken into Nuke for compositing and color grading.









Behind the scenes
Behind the scenes





The destruction can be controlled using simple shapes and curve objects, allowing me to art-direct and precisely determine where the model should be destroyed. The system also generates crystals at the fractured areas and inserts reinforcement bars at appropriate locations.







The destruction can be controlled using simple shapes and curve objects, allowing me to art-direct and precisely determine where the model should be destroyed. The system also generates crystals at the fractured areas and inserts reinforcement bars at appropriate locations.





The destruction can be controlled using simple shapes and curve objects, allowing me to art-direct and precisely determine where the model should be destroyed. The system also generates crystals at the fractured areas and inserts reinforcement bars at appropriate locations.

Work