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Thaïs Bailleul - Game Development 2024 Entry
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Thaïs Bailleul - Game Development 2024 Entry

Thaïs Bailleul
by TaMyS on 12 May 2024 for Rookie Awards 2024

Hello everyone! This is a selection of my works for the Game Development 2024 Entry. Personal and School projects at Artside School. Last year at this school, I hope this entry will show you all the skills I've earned from Artside!

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Personal Projects:

This is a selection of some of my personal projects done in my free time.

Wolves Bell Tower - Riot FanArt

Concept by Peet Cooper.

I challenge myself to work and push the hand-painted unlit workflow and try to understand Riot Games Art style (especially for League of Legends on this one).

I also put some constraints :

- Unlit Render

- 1 UV / 4k texture map (Diffuse and Alpha allowed)

- Max polycount: 20k triangles

I have to thank Florian Devos for his feedback, he helped me with some painting advice and to have a new vision of my project!

I started with a blocking in Blender (for the retopoly and UVs too), I set all my mirror modifiers to gain time for the next part. I wanted to have some sculpt information to help me with the texturing, so I used ZBrush. I like Marmoset for my baking because it allows me to set up any kind of map that could help me during my texturing process. The next step is the base color in Substance Painter (no roughness/metalness) and for the hand-painted details, I used 3DCoat and Photoshop, I like switching between those 2 software! All of the renders are made on Marmoset and for the “little extra”, I like to go on Unreal Engine 5 to bring it to life: I made a simple wind effect for the vegetation, and a little VFX for the light!

I enjoy working on this project! I learned a lot about the general process for Handpainted Stylized assets!

Workflow Breakdown

Cosmic Sword

Concept by Grace Liu.

This was a 2 day project made in September, it was a warm-up before School began.

For this project, the main goal was to train hand painting in Substance Painter and learning how to Cell shading in Unreal Engine 5.

The blocking, retopo and UVs were made on Blender, I’ve done a very quick sculpt to give me some information like cracks and bevels for the next step. All texturing was made on Substance Painter in Unlit. The final renders and animation were made in Unreal Engine 5, with some extra VFX for the “WOW” effect.

School Projects:

This is a selection of some of my school works done at Artside Game Art School.

The Salty Innk

Concept by Lorraine Rochefort.

I had the pleasure to work on a huge project during 4 months at Artside.

This was my first time on a long project, I learned a lot about creating an Environment by my own and I also learned about the Technical part of creating an Environment. It allows me to get faster at asset production using modularity and reusing assets to gain time. I learned how to make a Water shader, how to bring life to grass with RVT and some simple Wind effects in UE5, and how to create fog cards in shader! It allows me to practice lighting and mood. This exercise was very instructive and I will reiterate it, with fewer mistakes in the future!

I started with a blocking in Blender, then I imported it in UE5 to set up my cameras and lights quickly. Every assets were modeling, retopo and UVs in Blender. I sculpted them in ZBrush. All the baking and assets renders were made in Marmoset. Every textures were made with a base color in Substance Painter, details were made in Photoshop and 3Dcoat. For the final renders, animations and VFX, they were made on Unreal Engine 5.

Thanks to all of my classmates for their help and the motivation they gave me.

Thanks to all the teachers who helped me with their feedback on this project.

Birdy Totem

Concept by ANfei YU.

This project was made under the supervision of Matthieu Laude. I had a week to put this diorama in place. That was the first time working on a PBR Stylized Diorama. Matthieu taught us how to make a PBR stylized texture in Substance Painter. I pushed this project as far as I could, and I realized my love for Stylized workflow during this project!

The blocking, retopo and UVs were made on Blender, I sculpted all the Diorama in ZBrush, and I learned a lot about stylizing rocks part! That was really fun to try! The texture was made on Substance Painter, I learned a lot about the PBR process, very instructive week! Final renders and animation were made on Unreal Engine, this was also the first time for me trying to do some Niagara system.

Braum Shield - Ruined King FanArt

The concept comes from the game “Ruined King, a League of Legends Story”.

I had a week to work on this props at Artside. Under the supervision of Matthieu Laude, the main goal was to deepen the PBR Stylized workflow. I decided to rework all the texturing during my free time and learned 3DCoat for a Handpainted unlit render. It allows me to improve my painting quality.

I sculpted everything in ZBrush, I learned how to stylize wood, metallic and organic parts, I appreciate a lot this part of the process! My first Texture was made fully on Substance Painter, and I repainted everything in 3DCoat and Photoshop for an unlit render. Final render in Marmoset.

Thank you for reading! :)


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