Rookie Awards 2024 - Open for Entries!
Fynn Tenter Demo 2022
Share  

Fynn Tenter Demo 2022

Fynn Tenter
by FynnTenter on 1 Jun 2022 for Rookie Awards 2022

This is my Rookies Awards 2022 entry, my Demo Reel that I made at PIXL VISN media arts academy. It was a tough time, but I learned much and had a lot of fun.

6 789 1
Round of applause for our sponsors

             Fiji Iguana Breakdowns


Sculpting was made in ZBrush, texturing in Mari.
The modeling was retopologized + UVd in Maya and rendered with Arnold.

Rigging and animation was made by Rebecca Neuer.


The first step was to form anatomy in ZBrush with Z Spheres. I used reference pictures of the Iguana in ZBrush with the Spotlight tool. After the basic block out, I began to define the shapes step by step.

After the base sculpt with all the major shapes like the big wrinkles by the neck or the overall muscles on the body, I made the retopology and the UVs in Maya.

When this was done, I baked the reprojection of the major shapes as displacement maps for Maya. After that, I exported a subdivided version of my model out of ZBrush into Mari, and I also exported the lowest subdivision level of the Iguana out of ZBrush into Maya.

Afterwards I started with the secondary, tertiary, and curvature displacements in Mari. I used xyz scans ninety percent of the time for the displacements, the other parts were made with alphas that had only secondary level displacements.
The finishing of the displacements was a lot of tweaking, I
 noticed some issues that I didn't recognize before. I had to fix in the displacements like differences in the mid-values that I had to equalize, while I used them as masks for the color map.

So, the displacements and color were made more simultaneously instead of step by step and was a lot back and forth in the progress. 

After a lot of tweaking I created the other maps like roughness, sss etc. by using the color map as a base for the sss color map and the displacements as a mask for the roughness map.

After all texturing was done, I worked on the shading, lighting, cameras, environment, AOVs and render settings in Maya and the last part was LookDev in Nuke with the rendered Maps.

                     IS-3 Breakdowns


The modeling and UVs were done in Maya and texturing in Substance Painter.
I rendered the project in V-Ray.

I approached the project by blocking it out in Maya and work on the important things, like how to achieve the modeling and UV unwrapping of the tracks, while saving me as much time as possible.

After that, it was just defining the model: taking a blocked-out part and define the shape with hard surface modeling.

After the modeling and uv-ing I textured the IS-3 in Substance PainterWhen this was done, I exported all the maps I needed and imported them in Maya for further shading and tweaking by using V-Ray color correct nodes etc. After that I finished the final lighting, making the cameras and at the end I did some LookDev in Nuke, like tweaking the lighting by using the Vray Light mix or creating a Defocus Effect.

The modeling of the tracks was very challenging. I approached it by modeling one piece of the tracks, mirror it to the other side, because they are symmetrical and using a MASH system that I tweaked. 

Another challenging part was the wheels of the track, because of the form of the objects. I approached it by using the blueprints and planning how many Subdivisions Axis I need.


Comments (1)