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Leo Newman's Digital artwork
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Leo Newman's Digital artwork

by LeoNewman on 23 May 2021 for Rookie Awards 2021

This is all of my 3D work from the past year.

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Hello, my name is Leo and I'm a second year student at DAE Howest. When I was younger, I loved video games and game graphics and I started playing around with some map editors as my interest grew. When I got older I realized that I did not only want to do this as a hobby but as an actual job, so when I graduated high school I immediately signed up for Game Graphics Production. I had never done 3D modelling before, but got hooked on this very easily. However, my main interest goes out to environment art and world building. This is the  artwork I made between September 2020 and May 2021. I hope you enjoy!

Post apocalyptic camp

This piece was my final for my level decoration course. The scene is based on a concept piece by Robby Johnson for "The Last of Us Part II". I expanded it to have a room in which you can explore, because our assignment required the player to be able to turn his head around in a dynamic setting. It was made in Unreal Engine, using a mix of my own assets, Megascans assets, Unreal store assets and free assets found online. The lighting is a mix of dynamic ray tracing lights and baked lighting to keep a steady framerate, because this was also a requirement for the assignment. 

Forest Ruins

I made this Realtime 3D scene in Unreal Engine 4, for my level decoration course at DAE Howest. Based on concept art made for "Of Orcs and Men". We were tasked to use dynamic lighting only. I sculpted and textured a rock and a fern for this scene, but the rest was made with assets from the Megascans library.

Smoldering factory

A Realtime 3D level in Unreal Engine 4, set in a sci-fi mech factory, for my environment course. It's a fully playable level with 3 different puzzles. I made it using a set of modular assets modeled in 3DS Max. All the materials were made in Unreal Engine 4.  I combined dynamic light with baked lighting to keep a smooth performance. 

Mercenary Grenade Launcher GL-06

My final assignment for my Game Asset Pipeline course. We were tasked to make a mercenary type prop. I modelled it in 3DS Max, baked and textured it in Substance Painter and finally rendered it in Unreal Engine 4. I also used a ProBoolean workflow to model the hardest pieces.

Based on a model made by Wardog.

Vintage Microscope

Game Ready PBR Vintage Microscope made in 3DS Max and textured in Substance Painter. The reference used was an Ernst Leitz microscope. 


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