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From Zero to Rookie... and beyond - Game Development  entry
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From Zero to Rookie... and beyond - Game Development entry

Juan Carlos Mesa Machín
by imachinarium on 31 May 2022 for Rookie Awards 2022

Game Development entry for Rookie Awards 2022 - Rookie of the Year featuring the works from the past year.

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Introduction

Hello! I'm JC and I am 3D Character Artist.

My journey began at Animum Creativity Advanced School doing the Master Degree in 3D Character Modelling from october 2020 to october 2021. Last year I was still halfway through and I submitted to The Rookie Awards 2021 the works I had done until that moment, some of them unfinished. Even so, I managed to be a finalist for Rookie of the Year in the category of 3D Animation, certified with the highest ranking "Rank A" by the amazing Judging Panel.

This is the last year that I will be able to submit my works to this contest since I became self-employed last March 2022 where I am currently working on two unnannounced videogame projects for two diferent companies.

It is my pleasure to show you here how I finished my year of studies to become a rookie. (Game Development related fields)

You can also take a look at my entry for Rookie Awards 2022 - Rookie of the Year in the category of 3D Animation.

Big Man

Real-Time project made at Animum Creativity Advanced School for the Master Degree in 3D Character Modelling.

My main goal in this project was using just ZBrush for sculpting and modelling (ZModeler). Once the entire character was completed, I exported the low subdivisions to Maya for proper optimisation and UVs. Then was exported to Substance Painter for baking and painting. Final renderings using Marmoset Toolbag.

Thanks so much to my mentors who have been directing throughout this project:

Miguel Angel Carriquí - Sculpting, Topology, UVs, Texturing and Rendering.

Julio Cesar Espada - Art direction and technical issues.

Keyshot high poly renders

ZBrush high poly Best Preview Renders (BPR)

Wireframe

I started this project using the animation mesh of my human model. The first initial stage of blocking was done extracting the geometry from there, creating new shapes to start with the same topology for later use.

Concept Art

 Big Man by Hongyu Wang

Axe - Topology and Texturing exercise.

This was a task done while we was working on our Real-Time model. The objective was creating a low poly model of an Axe with a tris count under 2000. (High poly model and concept art provided by the school). Then we exported the model to Substance 3D Painter for baking and texturing. Final renderings in Marmoset Toolbag.

I added some emissive painting to create the illusion of light from the eyes with some fake strokes over the surface. The result was convincing with this stylized look.

Wireframe and UVs.

Concept Art

High poly model provided by the school and Concept Art by Joshua Brian Smith.

Thank you for taking the time to read and view this. d^_^b

If you enjoyed my stuff, please take a look at my entry for Rookie Awards 2022 - Rookie of the Year in the category of 3D Animation.


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