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My Work 21/22
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My Work 21/22

Justin Ivancic
by justinivancic on 29 May 2022 for Rookie Awards 2022

A collection of some of my 3D work as well as some of my concepting sketches I created during pre production. I mainly worked on the lighting, though in some cases I also worked on parts of the modeling as well as set dressing.

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Demo Reel 2021:

I created this reel during my time at PIXL VISN. Below you'll find some of my sketches and breakdowns and at the bottom of the post you'll see some of my newer work as well as concept sketches for a personal project.

Workflow - Flowers Grave:

For this project I wanted to show some basic modeling, sculpting and texturing skills alongside my design fundamentals.

I started with reference gathering. Most of the images were used for my design and modeling phase while some of them helped me with level art.
Screenshots of Megascan assets helped me match the texturing style and Master Paintings were great support to aid my post processing and exposure settings.

I took a lot of notes and defined the backstory of my project. It was supposed to be a military graveyard and my goal was to use symbolism in parts of the design.
So I looked for architecture references and mainly stuck to Brutalism due to its simplistic style.
I then decided to cross that style with a flowers form language and a circular shape language.
Brutalism was supposed to represent strength and power while the flowery aspect was supposed to stand for honor. Circles usually represent friendliness and in this context something closer to support.

After analyzing my newly established ref-board I got started with drawing my landscapes and buildings.

I ended up with 5 landscapes and 30 different gate designs.
The final sketch served as an image plane in maya and helped me with the modeling.

After finishing the first block in I added the major deformations.
I then worked on the UVs, brought it into Z-Brush and created the High Poly.

I baked the High Poly over the Low Poly in Substance Painter and used a smart material for the base. Fill layers were used on top to slowly add to the rock texture.

Once the texturing was done I imported all my files to unreal and started working on the environment.

I started with a graybox level and set up my first cameras. Deciding on my compositions from the very beginning ended up saving me a lot of time and replacing the boxes with proper assets didn't take too long either.

While lighting the scene, I mostly focused on highlighting my gate asset. For the post processing I wanted to achieve the kind of value grouping / exposure that is often seen in master paintings.

I used Procreate and Photoshop for drawing, Pure Ref for my ref-boards, modeling and UVs were done in Maya, sculpting in Z-Brush, texturing in Substance Painter and everything else in Unreal Engine.
So a pretty typical pipeline.

SciFi Hallway - Relighting:

The scene was created by Wiktor Öhman.
I worked on the Lighting and Cameras.

Abandoned Apartment - Relighting:

The scene was created by Isac Crafoord.
I worked on the Lighting and Cameras.
My goal was to match the light setup to my references as close as possible.

Personal Project:

And here are a few concept pieces for a personal project of mine.
It is built around the theme of flying fish which is a really fun one to explore.
I'm aiming to speed up my sketching workflow, improve my design skills and learn more about painting.

Thanks for reading my submission!


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