Alberto Rookie Awards 2024 entry
Trying to carve a niche for myself in the industry as a 3D modeller, I share my chosen works to represent my entry in these Rookie Awards.
Hello Rookies community!
This is my first entry for the Rookie Awards contest.
Below you can see my work from the last year and a half since I finished my training at Lightbox Academy.
Brian O'Conner's Nissan Skyline
From the film 2Fast 2Furious, comes this Nissan Skyline GT-R R34 in a night-time setting hidden among several shipping containers, fleeing from the police after a street race.
The scene
This is an environment delimited by shipping containers in a night environment where the car is the main asset of the scene and where I incorporate secondary elements such as the cones and the street lamp to give depth between the car and the containers. I also add an aiphysical sky and a soft atmosphere with Maya fluids to give a more nocturnal and graceful feel to the scene.
The car
Modeling of the exterior following a series of references, as well as the interior of the car of the most visible elements of the car.
Texturing with aiCarpaint and Substance Painter 3D for vynils.
Containers
made by optimising their polygonalism to have less weight in the scene but without losing quality, they have 14.925 faces and are procedurally textured in Substance Painter 3D and Photoshop.
The house on Neibolt Street
The house on Neibolt Street in Derry (Main) is inhabited by a terrible supernatural creature with the appearance of a clown that preys on the weakness and fears of its inhabitants, especially the children.
The scene
The scene tries to set a time slot at low hours of the afternoon almost dusk with clouds covering the horizon.
I add a volume and low fog for a greater sense of terror.
Hard surface modelling, shading and lighting are all done in Autodesk Maya and rendered with Arnold.
Also the animation of the balloon is made with the nhair system inside fx in autodesk Maya to give it a sense of wind and movement in the rope.
Textures are made in Substance Painter and Adobe Photoshop procedurally, combined in some cases with textures within Maya.
Elements
The dry grass, the trees in the background and the bushes, are realised within SpeedTree.
in addition, the grass has a slight wind animation within the software.
The main tree, is made both in speedtree and inside Zbrush to give it more detail and make a Zremesher of it by exporting a displacement map.
The texture is made entirely procedurally within Substance Painter.
Here I show you some props of the scene made with megascans textures but worked procedurally inside Substance Painter.
RAI-DEN Resident Evil 3 Remake weapon
For Resident Evil lovers... "An energy weapon developed by Umbrella based on airborne elctrical phenomena. I possesses great stopping power, but only when targeting enemy weak points."
The weapon
Modeling in Autodesk Maya, texturing with Substance Painter and Adobe Photshop
Model
Geometry
Uvs
References
Gunpowder scene - Sea Of Thieves
Allies, enemies, barrels, swords... Sailing the seas to be the best pirate.
I have chosen to create a scene by taking elements from the game with the barrel as the main element.
The scene
I use 3 lights only. One key light that emulates sunlight and two more, one filler and one rebound. All 3 are with a warm temperature for a greater feeling of hot atmosphere.
Gunpowder barrel
As you can see it is a low poly modelling to give the scene as little polygon as possible.
Everything is done in Autodesk Maya, both the high and low modelling. Then bake it and translate the detail of the modelling in high poly for the texture of the model in low poly.
-Model
-Textures
The texturing is done following a hand painted style procedurally in Substance Painter 3D and some drawn strokes.
Measly Sea Dog cutlass
Another element of the game borrowed to give personality to the scene is a cutlass, Measly Sea Dog. Made directly in low poly.
-Model
-Textures
Following the same style as the whole scene, with a procedural cartoon texturing in a hand painted style.
Flag
The last important element of the scene is the flag, representing the Fleet of Loyalty Emissary Flag, texturized in Substance Painter 3D too.
-Textures
Ground
The texture of the ground is made in substance designer, drawn on a plane, with a displacement map to give some relief to it.
On the other hand, the grass is made in speed tree to add another element of minor importance but that can give an extra touch to the scene.
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