Thomas Moliner

Welcome to my website 
Here you can discover my various 3D creations, from simple personal projects to special effects for blockbuster series/films.

Star Trek Discovery

Star Trek Discovery Season 4 was my very first project to see my name in the credits, so it has a special place in my heart.
Since then, I've moved on to become a fully-fledged environment artist, and had the honor of working on the creation of numerous 3D environments for season 5 at Ghost Vfx

Star Trek Strange New World

 

Star Trek Strange New World season 1 was the very first project I worked on during my very first internship at Ghost Vfx.
I was lucky enough to be given a lot of responsibility straight away, and I was able to develop my skills in modeling, texturing and lookdev, but above all I was able to develop as an environment artist, working in particular on the flying city of Majalis, where I was in charge of the layout.
And this was confirmed with the production of the 2nd season, where I was able to confirm my place within the danish studio

For All Mankind

 

For All Mankind was my very first "ultra photorealistic" project. 
In season 3, this enabled me to develop my skills in highly detailed modeling, but above all in photorealistic lookdev.
And this continued in season 4, with the creation of increasingly realistic assets and environments. I was mainly in charge of the asteroid setdress for this season

The Mandalorian


What better way to start a career in the world of visual effects than to work on a project belonging to the Star Wars license?
So I had the immense honor of working on season 4 of The Mandalorian.
My main task was to create set extensions, or replace existing objects on the set with digital objects/environments.
I had to create numerous 3D environments which were then used to replace green backgrounds

Fast X

 

For the tenth opus in the Fast and Furious franchise, I worked mainly as a texture artist. In particular, I was able to work on dilapidated buildings in the heart of Rio de Janeiro

Ashoka 

Ashoka is the second project in the Star Wars universe on which I've had the chance to work.
I mainly worked on transferring environments built in Unreal Engine to Houdini. 
This was a real challenge for me, so I had to develop a local pipe to transfer all the objects and rebuild the shaders automatically to Houdini

Hunger Games 


When I was 12 years old and sitting in a theater watching the very first Hunger Games movie, I could never have imagined that 11 years later, I'd be getting my due at the end of the 5th opus.
My main mission for this project was to take care of the arena lookdev; an environment used many times in the film, notably during the final action scene

Skills

Throughout my experience as a student in 3D animation cinema, I was able to develop a variety of skills.
It started with modeling, where I quickly became attracted to hard surface modeling, vehicles, ships, weapons, etc...
But also texturing, shading and lookdev.
I also honed my skills in lighting and compositing over the course of my projects.
With this generalist background, I was then able to specialize in environment, deepen my layout skills and learn setdress. 
I also developed my knowledge of procedural modeling, as well as the creation of complete procedural environments

Softwares

I learned 3D using maya software, so it's only natural that I've acquired a certain knowledge of it over the years.
I then naturally used Substance Painter to work with textures. I also learned to use mari for specific cases, but I still prefer Substance Painter. 
For compositing, I necessarily have some notions of Photoshop, for still images, but I had to learn Nuke to be able to do compositing on image sequences, and today it's the main software I use when it comes to compositing.
SpeedTree has been essential to my environment specialization
For the creation of large-scale environments entirely in 3D, I also had to confront myself with Houdini.
I self-taught the software during a production, because it was the only software that could help me solve the problems I was facing, and today it's the main software I use, whether for environment, layout, procedural modeling or even lookdev/lighting

Thomas Moliner

I'm Thomas Moliner, a 23-year-old 3D artist from the South of France, specializing in the creation of natural environments. Every work I create is imbued with my passion for nature. Explore my portfolio to discover realistic landscapes, from lush forests to mysterious seabeds, as well as more stylized environments. My aim is to capture the beauty of nature in an immersive way. Contact me for unique artistic projects or collaborations. Thank you for visiting my 3D world !

Instagram 

Artstation