My 3D Projects
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My 3D Projects

by mozos on 29 May 2021 for Rookie Awards 2021

This is a compilation of my artwork. I'm joining this contest so I can show my artwork to the judges and to open my chances to get called to work for a videogame studio. My skills are focused on 3D modelling and texturing assets for videogames. My main softwares are Maya, Substance Painter and ZBrush.

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Here is some of my best work over the past year in UA School.  I like to diversify themes for every project I create as you will see from Sci-fi to Fantasy, from Antique to Vintage because there is so much I want to explore in the 3D world. 
There is a mix of environments, props and one texturing exercise, all of them with PBR textures.
Every project contains in-engine renders and technical breakdowns. Some of them contains Process views.
Hope you enjoy my entry.

Find me on ArtStation:
https://www.artstation.com/mozos

Retro Futuristic Lisbon Town

This my final school project. 5 week work. It consists in building a level on my own. So I decided to create a version of Lisbon where the old is combined with the future, mixing the colored streets of Lisbon with a sci-fi style. I got so many inspiration from lots of artists who created their version of Lisbon and posted here on Artstation and I'm very thankfull for it.
The people in the scene are from Scanned 3D people. Most of assets were modeled by me and some of them are from megascans and other projects that I got from the Unreal Engine's marketplace, like the City Park project, Soul City, and others.

At first, my idea was to create a multicultural city square, with architecture from every corner of the world, but the idea was to ambicious for the time I had so I had to simplify and stook up to the Portuguese style.

Presentation: Unreal Engine 4
Assets and UV Mapping: Maya, Megascans, Unreal Engine Marketplace and ZBrush
Texturing: Substance Painter, Quixel Mixer, Textures.com, Materialize

Wireframe - Ambient Occlusion - Color - Final Image
Note: On the Wireframe only everything that was modelled by me was wireframed

These are the assets used on the project. Some of them are from megascans and other Unreal Engine's Marketplace projects.

These are the references gathered in PureRef.

Now lets see a brief from the most important assets in this level

The Hover Tram

When I wanted to create a sci-fi vehicle I thought about creating a retro-futuristic style of a Lisbon tram. 
You see that I kept most of it's characteristics as a traditional portuguese tram and added some futuristic features to it more like to make it like a cyberpunk style when you imagine for example living in the 80s having an idea how things would look like in the future.

This asset took me a while to do it because I focused alot on the detail from the top part of the tram. I followed a bunche of references that I found on ArtStation to complete this asset.

Presentation: Marmoset Toolbag
Modelling and UV Mapping: Maya
Texturing: Substance Painter, Illustrator (created alphas and imported to Substance Painter)
Polycount: 55.736 Triangles or 30.928 Faces
UV Sets: 2

These are the main references for my tram

Fountain and Statue of Fernando Pessoa

This next one is a combination of these 2 assets. Our teacher told us that we had  to at least one important asset on ZBrush so we could practise more on sculpting so this is where I took the idea of creating a statue for my town square.
At first I thought about creating a statue of myself to create self portrait but than I thought, since I'm going more traditional with portuguese icons I thought that would be a great idea to sculp a portuguese historic figure. So I thought on doing a sculpture of Fernando Pessoa, a poet and one of the most important figures in Portuguese Literature. So basically this was my first sculpture of an entire body with realistic porportions.

The next is the fountain that I basically went to find some references on some fountains in town squares and combined different parts in one.

Statue:
Presentation: Marmoset Toolbag
Sculpting, and decimation: ZBrush
UV Mapping: Maya
Texturing and bake: Substance Painter
Polycount:  11.753 Triangles or 6909 Faces
UV Sets: 1

Fountain:
Presentation: Marmoset Toolbag
Modelling and UV Mapping: Maya
Texturing: Substance Painter, Illustrator (created alphas and imported to Substance Painter)
Polycount: 3040 Triangles or 1628 Faces
UV Sets: 2

The 1st texture set is from the statue and the 2nd and 3rd are from the fountain.

These are the references for the statue and the fountain

Hover Car

This next one is a flying car. I wanted to create a flying car for my project since the theme is about the future so It would make sence to have a hover car. But since It's a retro-futuristic style I choose a more classic car to create the asset. The Volkswagen Beetle design just fitted perfectly to the environment.

Presentation: Marmoset Toolbag
Modelling and UV Mapping: Maya
Texturing: Substance Painter, Illustrator (created alphas and imported to Substance Painter)
Polycount: 27.022 Triangles or 14.174 Faces
UV Sets: 2

These are the references for the asset

Wizard's Room Diorama

This is a school project that consists in creating a diorama with assets that are modeled and sculpted by myself and some other assets downloaded from Megascans.

This is my first project on Unreal Engine 4 and I always wanted to create a fantasy environment so I decided to create a magical room as a Diorama. We had to follow some rules for this project, one of them is that 30% of the assets had to be from Megascans and I have to at least have one asset made on ZBrush. I sculpted the skull, but it was so small that I had to sculpt more assets, like the bricks from the walls, the staff, the witch's hats, the coin's bag  and the candles. 

Presentation: Unreal Engine 4
Assets, Modelling, Sculpting, UV Mapping: Maya, ZBrush, Megascans
Texturing: Substance Painter, Quixel Mixer

Wireframe - Ambient Occlusion - Base Color - Final Image

Note: The final Image looks darker than the previous  renders because it's an in-game scene. I had particles on the candles so they would flicker but you only see the result when you press play or make a video sequence

Here's some assets from the diorama:

Table: 625 Triangles or 340 Faces
Chest: 1918 Triangles or 984 Faces
Globe: 11.948 Triangles or 6074 Faces

These are the references for the diorama

Jukebox Eddie Robot - Substance Texturing Challenge by R the Rookies

This is my first entry in a Rookies Contest. About the idea, my teacher helped me with that. At the beginning I wanted to create a vintage car dashboard, but I was sugested to do a Jukebox because my intention was actually to do something related to the 50s and it fit more perfectly to the robot.

I was quite surprised that I was a finalist in the contest and actually really happy for the recognition.

Texturing: Substance Painter 

Progress of the texturing

Texturing plan

Antique Clock

This project is by free choice. It is about enforcing what I have done with the Combuster Gun now that I aquired the knowledge of 3D modelling and texturing. This is how I keep on evolving.

Presentation: Marmoset Toolbag
Modelling and UV Mapping: Maya
Texturing and bake: Substance Painter, Illustrator (created alphas and imported to Substance Painter)
Polycount: 6287 Triangles or 3379 Faces
UV Sets: 1

Up is the Low Poly version and down is the High Poly version

Combuster gun from Ratchet and Clank 

This is my first project while studying on Universal Arts School. This is where it all started. Finnally I've learnt the basics of 3D modelling and texturing, learning about how PBR materials work and all of it. If it wasn't for this first project I would be clueless on how to create what I create today.
The project consists in adapting concept art to 3D.

Presentation: Marmoset Toolbag
Modelling and UV Mapping: Maya
Texturing and Bake: Substance Painter
Polycount: 12.019 Triangles or 6489 faces
UV Sets: 1


Up is the Low Poly version and down is the High Poly version

Thank you very much!

Find me on ArtStation:

https://www.artstation.com/mozos


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