Ismail Nasry

Application Developer

Software Developer

3D Modeler

Project Manager

Interdimensional rift

Interdimensional rift

Concept & Inspiration

“Interdimensional Rift” was born from the idea of portraying a digital entity that embodies the life force of a techno-organic world. Inspired by cyberpunk visions and sci-fi video games, the project plays on the contrast between light and matter, between organic elements (the humanoid being) and the fractal mechanisms that envelop it.

Graphic Description

  • Central Composition:
    The avatar, suspended at the heart of the scene, serves as the visual focal point. Curved arches and fragmented segments spiral around it, guiding the eye toward the center.

  • Light & Color:
    A warm-blue internal illumination emits iridescent glows onto the mirrored metal, while prismatic reflections create shimmering highlights on the fractured background.

  • Textures & Materials:
    – Cylindrical Forms & Fragments: glossy-metallic material with micro-roughness to break up reflections.
    – Avatar: energy-blue emission shader with slight intensity variations to simulate a pulsating core of light.

  • Background & Depth:
    A repeating pattern of sliding panels generates a sense of infinite depth, enhanced by a subtle atmospheric motion-blur effect.

Technical Breakdown

Modeling & Sculpting

  • Human base mesh modeled in Blender with clean topology, then retopologized for polygon optimization.
  • Arches and circular modules built with Geometry Nodes, parameterized for thickness and curvature angles.

Shaders & Texturing

  • Principled BSDF for metal: metallic = 1, variable roughness (0.0–0.2) for crisp yet believable reflections.
  • Emission Shader for the avatar: cyan-blue color driven by a subtle driver to create a pulsing glow.
  • Procedural Textures: blended noise and Voronoi patterns to generate corrosion effects and light imperfections.

Lighting & Atmosphere

  • Cool-blue area lights placed inside the shell, supplemented by point lights for interior bloom thresholds.
  • Light volumetric scattering to let the “air” breathe and capture light rays.

Compositing & Effects

  • Selective bloom and glare in Blender’s Compositor to emphasize high-energy hotspots.
  • Added chromatic aberration and a soft vignette in post for a cinematic finish.

Render Optimization

  • Cycles render with OptiX Denoise, using 200 samples for an effective speed-vs-quality balance.
  • Split into render layers (avatar, metallic structure, background) and composited/grading separately for full control.

Key Skills

  • Hybrid Modeling (organic + procedural with Geometry Nodes)
  • PBR Texturing & Shading (emissive effects, specular metal, procedural patterns)
  • Cinematic Lighting (volumetrics and interior light sources)
  • Advanced Compositing (bloom, glare, chromatic aberration)
  • Optimized Workflow (render layers, denoise, targeted post-grading)