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helmet

Grzegorz Kostanski
by grzeniu on 11 May 2022 for Rookie Awards 2022

helmet

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Hi. My name is Greg, live in Germany I'm a Data Science student on weekends, so I decided to learn how to create game models.

I'm jumping into 3d modeling without experience. I picked a CG Spectrum course with the financial support of Agentur für Arbeit.

It was a full-time yearly cours. Including daily 8h of work and multiple mentor meetings.
The full course is designed to create a professional artistic portfolio and be ready to jump into the industry.

I'm started to work, being on time, installing all needed software and learning an introduction movies

With continuous work, I created my first game ready model.
Including UVs and textures and be available to export to any game engine.
I made a few renderers and assigned them to my artstation profile.

Now future projects are full game environments the more advanced ones with multiple props.

That project needs time scheduling,  big concentration, and preparation for future work tasks.

 It uses all previous experience and needs strong organization. 

That work most students don't finish,

 so I get more mentor time and get more feedback time too.

Yes, for a beginner like me that time means more details to fix.

To be a flexible artist who knows multiple software next project ll be a full realistic creature sculpt.
My choice was a dragon. 
I spend hours of work on machan concept art and realistic anatomical details. It needs huge references and needs a lot of work to master.

I go through all processes, including box modeling, mid details...
I get my first tablet to smoothly work in Zbrush. Zbrush workflow is so different and useful to edit highly details. It's useful in every organic workflow. The rest of the students were stuck on shell details, after a few overtime work I get a render. 

In the future i created a second retopology and play with positioning

After 2 Months with Zbrush, I started work in a bigger game environment.
More details, more objects, harder shapes to match.
I started using an FSpy script to get a perfect camera placing.

I used Houdini to create realistic landscapes.
To run smoothly in real-time render I used an advanced instancing.

Advanced lighting, emissions, and Scene light organization.

Special effects as fog, fire, and water.

The last project was made again in ZBrush.
It was a space helmet based on 2 camera pictures.

It introduces how to work in Zbrush with a hard surface.
It uses playgroups, meshing, and bool.

The work with ZModeler is a different attempt but saves time on experts.

After experience from the last project, it goes faster than the "garage scene".
I made a render in Arnold and export the model to UE5 and Skethfab.
The project was used in my artstation portfolio. 

That work is all included in the CG course and shows my progress in one year.

Please rate my yearly progress and wish me to find a good working place


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