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Realtime Reel time: One Artist's Journey into the World of 3D

Realtime Reel time: One Artist's Journey into the World of 3D

Bryan Blandine
by bryanblandine on 1 Jun 2022 for Rookie Awards 2022

It's been almost 2 decades since I put down my ps2 controller after finishing Jak3 and went upstairs to inform my parents the direction I was going to take my life. Having just graduated my dream school and started an incredible job doing what I promised myself all those years ago is indescribable. Thanks for looking.

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Solitude in the City Depths

On a distant world, in the depths of an overpopulated city, residents built a community around the support column of a super highway. In a city like this, is it possible to find solitude?

I moved to LA a few years ago to start my artistic journey and of all of the changes, one that always sticks out is how bright the sky is even in the dead of night there is always light beaming in through my bedroom window. The sounds of sirens and traffic and people. I found myself trying to find solitude and when I started building the world and the story of this piece I quickly came back to that question. How would this character find solitude in such a place?

I created the piece in my first demo reel class at Gnomon School of Visual Effects. It was an original concept built in UE4 using Maya, Substance Painter, Substance Designer, Zbrush, Megascans, After Effects and Mixamo as well as hand animation and my own facial mocap. The challenge was creating a piece that feels full and telling the story I wanted to tell without sacrificing composition or lighting. Introducing something then shifting it off camera and introducing another element to bring you back somewhere else. Guiding the viewer around the scene. It was a hard piece to let go of but one I am very excited about.

1948 AJS Motorcycle

Done for my hard surface 2 class at Gnomon School of Visual Effects. We were tasked with creating a subd model based on a real vehicle. I liked the design of the old bike, and the challenge that there are no hidden parts. No hood to hide the engine. Each piece as unique and hand crafted as the machine it embodies. 

The piece was created using Maya and textured with Substance painter and Substance Designer. The background is courtesy of Megascans.

Medieval Mercenary

This piece was done during my Character for games class at Gnomon. I found an incredible piece by David Lei that had this wonderful emotion and wit and story to it that I had to see in 3D. When we started the class our professor encouraged us to play to our strengths to create a truly breathtaking portfolio piece. I chose against that. I didn't have a lot of character experience, clothing experience and certainly no hair card experience at least nothing I'd like to see the light of day. So to say this piece was an absolute challenge right up until pencils down would be an understatement. I loved every second of it and everything I learned from it, and it would not be where it is without the incredible instruction I received. 

The piece was created in Maya and Zbrush using Substance Painter, Substance Designer and Texturing XYZ. It was rendered using Marmoset Toolbag 3.

Village in the Hills

A village untouched by time, deep in the foggy mountains. I wanted something peaceful and vast. A simple life of crops and hunting, collecting water from the lake below. But more importantly, I wanted to create the fluffiest real-time sheep in the history of games. I adapted techniques taught in one of my environment classes to create the material and apply it to the animated sheep. It comes in stock and blowdried for maximum fluff.

This piece was created using Maya, Zbrush, Substance Designer, Substance Painter, Megascans, Speedtree and UE4

Thank you so much for looking through my pieces, I had a blast making them and there will be much more to come!!

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