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Projects 2021-2022
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Projects 2021-2022

Luke van Aarle
by lukevanaarle on 1 Jun 2022 for Rookie Awards 2022

Hi, my name is Luke van Aarle. I'm in my final year on the Netherlands Film Academy. These are some of the projects I've worked on during this year.

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Showreel

I'll start with my reel to show some projects I've worked on this year.

Crescent

During the pandemic, a few classmates and I started a project called crescent, which is a short film based on the movie Treasure Planet. The project is quite ambitious cause at the start we were with 5 people, which is not a lot for a fully animated short. Because of the size of our group, we decided to give each artist a lot of creative freedom, and this resulted in many different influences and insights for each scene.

For crescent, we needed a hero ship that would be efficient and at the same time has enough details for closeups. I modeled the ship in Maya and used Houdini for the ropes. I used many procedural materials because this is way more efficient compared to the standard UDIM workflow.

Because Crescent is fully CG, we needed a digital character. This was quite the challenge because it is really hard to create a believable digital human. 

 We knew we wanted our main character to be muscular and have a robot arm. So I started blocking out the basic forms in Zbrush. I started with a base mesh on which I added the robot arm block-out.

After I had the right proportions, I started modeling the robot arm. For this I used Maya. 

After making the arm, I continued with the main character. I started really shaping the base mesh into the desired form. And adding details like pores and wrinkles.

For the textures I used a new technique which I saw on texturing.xyz where you project a texture from a face onto your own mesh.

Samurai Monkey

Because I wanted to improve my creature skills and become better at grooming, I did a little side project. 

I started with gathering references of nose monkeys. I used Zbrush to create the shapes. With sculptris I was able to sculpt some details without thinking about the topology. When I was satisfied with the shapes, I retopologized the mesh. After this I started to add more details like scars and skin texture.

For the fur, I used xgen with interactive grooming. I created a base texture in substance painter.


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