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Elian Maamer

All projects02Real-time2024 – 2025

Passage entre les mondes

Environment film — a botanical world, a portal, a desert

The film opens in a botanical world: ruins overtaken by vegetation, two colossal stone hands holding an energy portal. On the other side, a collapsed city built into the cliffs of a red canyon, where dwellings pile up and cling to one another.

2:36
Context
HEAJ VFX project. A 2:36 film crossing two worlds linked by a portal held by colossal hands, documented in a 12-page artbook.
Role
Concept, moodboards, blocking, modelling, texturing, assembly and lighting in Unity, camera animation, editing, storyboard, artbook.
Year
2024 – 2025
Team
Solo
Tools
BlenderUnityDaVinci Resolve

Intent

Inspired by Ian McQue's raw aesthetic, the imagination of Castle in the Sky, the atmosphere of Kenshi, Kowloon Walled City and Mad Max. The project was born from an aerial dream — a floating city among flying islands — then sank into a darker reality: the islands collapsed, the verticality remained, turned into a suffocating canyon. The botanical world, where it starts, is the one I prefer: the light, the vegetation, the silence before the crossing.

Process

Step 01

The botanical world

The first world: stone walls under vegetation, warm light through the leaves, then the hands and the portal forming from suspended rocks. It is the part of the film I stand behind most.

Step 02

The artbook, to flip through

Twelve pages telling the project from the initial dream to the canyon: intent, moodboards, blocking, WIP, method, texturing, storyboard, plates. Turn the pages.

PASSAGE ENTRE LES MONDES — artbookCover · 1/12
Click, drag or ← → to flip

Step 03

Modular assets: saving time without losing richness

A few base buildings are modelled and textured, then broken down into simple elements — façades, walls, roofs, pipes, beams, windows. Rearranging them quickly yields new buildings and variants, with consistent materials that reinforce the place's identity. Every reused asset stays light in Unity.

Step 04

Projected texturing, organised in spreadsheets

For such a vast scene, spreadsheets list every asset (buildings, pipes, walkways, rocks) and the texture or projected material attached to it — a method inspired by Ian Hubert. Result: at any moment I know what is textured, what still needs projecting, what needs correcting.

Step 05

On the other side: the desert

The second world: the canyon, the precarious city, the portal turned relic. Harsher, less resolved in my eyes — it closes the film.

Step 06

Final plate — the hand and the portal

The closing plate of the artbook: the colossal hand, its portal, and vegetation reclaiming the place.

Plate 11 — the colossal hand and the portal, vegetation reclaiming the place

Problems metSolutions

  1. 01 · Problems met

    Building a whole city alone, within a school project's timeframe.

    Solutions

    Reusable modular blocks: a limited set of parts generates a wide variety of shapes.

  2. 02 · Problems met

    Keeping control of texturing across hundreds of assets.

    Solutions

    Asset ↔ projected texture spreadsheets: clarity, efficiency, consistency.

  3. 03 · Problems met

    Holding performance in Unity with that much geometry.

    Solutions

    Reusing light assets fits the real-time engine naturally.

What I keep from it

A production method is worth as much as a beautiful image: it is what lets you finish.

Final 3D render of the room, lighting and materials reproduced

Next project · 03

Éclairage & rendu photoréaliste

Reproduce a real room until the gap disappears.