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Hard Surface by Sandro Bonfanti
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Hard Surface by Sandro Bonfanti

Sandro Bonfanti Llambrich
by sandrobll on 14 May 2021 for Rookie Awards 2021

Hello everyone I'm Sandro and I have 21. Since I finished my studies in Barcelona I have been improving my hard surface skills that is what I like the most, these are the last prjects I have carried out this year.

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In this contest entry I will show some renders, cinematics and also the tecnical process that I used for make the projects possible. Hope you like it !

Boxing Robot renders and composition

Quadmecha renders and composition

Monowheel renders and composition

Technical process Boxing Robot

This project was made with 3dsMax and Zbrush for the modeling part and for texturing Substance Painter.

The Robot is composed of 1.752 pieces and is fully prepared to be able to animate.

I used CAT for create all the bones and then the skinning that it is easy to do because are solid peaces.

Some of the techniques I have used in this project is the creation of booelans and play with the polygroup by normal tool and crease into Zbrush  to get a better bevel resolution. Then the next step was project it with Marmoset Toolbag and review the result.

Technical process Quadmecha

This project was made with 3dsMax and Zbrush for the modeling part and for texturing Substance Painter.

The Quadmecha is composed of 1.248 pieces and it's ready to put it on a videogame.

Some of the techniques I have used in this project is the creation of booelans and play with the polygroup by normal tool and crease into Zbrush to get a better bevel resolution. Then the next step was project it with Marmoset Toolbag and review the result.

Technical process Monowheel

This project was made with 3dsMax and Zbrush for the modeling part and for texturing Substance Painter.

The Monowheel is composed of 1.672 pieces and is fully prepared to be able to animate.

I used CAT for create all the bones of the door structure and then the skinning that it is easy to do because are solid peaces.

Some of the techniques I have used in this project is the creation of booelans and play with the polygroup by normal tool and crease into Zbrush to get a better bevel resolution. Then the next step was project it with Marmoset Toolbag and review the result.

Cinematics

For this projects I only did two cinematics that I mixed UE4 and Quixel Megascans.

The lighting was very complex for the closed one environment, on the other hand for the opened one just playing with the directional light and Skylight it worked.

I also used Hudini for the first time to create the terrain, it was quite an interesting challenge.

Monowheel cinematic

Boxing Robot cinematic

One of the reasons why I want to present these projects is to have the opportunity to work with professional people in the video game industry since until now I have had to learn by myself at home, with a lot of effort and dedication. Thank you !


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