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3D Environment and Props Art Showcase - 2022-2023
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3D Environment and Props Art Showcase - 2022-2023

Matéo Chilla
by mateochilla on 4 May 2023 for Rookie Awards 2023

Hello ! I'm a passionate 3D Environment Artist Student with a strong will to enter the industry with the best skills I can have and being able to live from my passion. This is a showcase of most of my work done during my online formation at Artside for 14 months with so many talented mentors. I hope you'll like it.

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Side Note

I've experiences many art styles and workflows during my formation at Artside, but I have a clear preference for Stylized Art and I would love to work in studios like Airship Syndicate, Rare or Toys for Bob. Their art styles really resonate with me and gave me the motivation and inspiration to become a 3D Environment Artist.

In the sake of showing my current skills, you will see a bit of both styles but I truly am passionate by stylized art and love how it's an infinite world of creation and exploration.

Quest Here ! Stylized UE5 Dungeon


This stylized environment was made at Artside under the supervision of Camille Delmeule !

I really wanted to challenge myself in 5 weeks to push my handpaint skills further and try to replicate the style of Battle Chasers from Airship Syndicate which I love.

This project was based on an amazing concept by Stoyan Stoyanov, check it out here !

Modules 

Here are all the modules I used for this environment. I modeled and sculpted all of them on Blender and ZBrush. I learned a way to create an efficient base color on Substance Painter with Camille to later on paint over it on 3DCoat. The main thing was to have all the albedo color variations on the base color to color pick them and add subtle color variations to add contrast and variety. It was a great exercice to learn to paint different materials.

Then I made 3 atlas for the foliage to replicate the same look as the concept and be able to place them all around in the environment. As well as an atlas with the 3 foreground leaves to create depth.

One of the hardest part was the lighting. It was hard for me to match the right focus and mood. I used a spotlight and a few point lights to match some color spots of the concept. At the very end I made a LUT pass on Photoshop to really resemble the concept and get the right tints which turned out really good to me. I was able to get those light yellow tints and make the scene pop a bit more.

Ancient Ruins

Here is one of the biggest environments I made during a Masterclass at Artside with Lionel Cregut during around 6 weeks !

I wanted to dig deeper on my realistic skills so I decided to create everything by myself.
Using Substance Designer for every texture and SpeedTree for the foliage.
Even though we don't see the foliage at a close range that much, I wanted to practice my foliage skills even more and really wanted to avoid having to put the Megascan tag on.

I sculpted every rock on ZBrush to get a specific normal and train my rocks skills a bit more.

This project was inspired by the awesome concept of Ian_x. Please check his work out !

Breakdown and WIP

Modules

Here you can see the modules I created to realize the whole environment. They look very raw here but you will see right after that there is a solid pass of vertex paint/decals and blending after to break the 3D look. I can change the colors and the textures tiling to get a better fit.

Master Material

I created a Master Material for the whole environment to be able to Vertex Paint two textures and a specific normal, blend the modules and meshes with the landscape (RVT), and have a control over the Curvature and Ambient Occlusion thanks to a baked RGB Mask Map.

Keep in mind that my shader was not particularly thought as game-ready but more as really complementary to get the environment set up as quickly and efficiently as possible.

Foliage

This masterclass came right after one we had with Arnaud Claudet, a Foliage Artist at Ubisoft Massive.
It was really fun to learn how to create a foliage from start to finish fully procedurally with Designer and SpeedTree.
So for fun, I decided to create all of the foliage myself, from the grass to the palm trees and create all the textures on Designer.

Mountain Mesh and Atmospheric

The background mountain mesh was modeled and textured in Worldmachine to match the reference the best and have a little reminder on the masterclass we had on Terrain Art with Robert Farrand, Technical/Terrain Artist at Ubisoft Québec.

One of the main challenges of this environment was the atmospheric, it's a solid percentage of the image and it helps on the overall readability and epicness of the piece.
This scene would look completely different if I didn't have some fog planes and Exponential Height Fog to create some depth and separate the layers.
The difference is day and night and it shows how strong of an impact these subtle changes can make to an environment.
I'd like to give a big thanks to William Faucher for his amazing EasyFog tool to quickly add fog cards and drastically change the look of the piece. I made some changes to his blueprint to have a slight deformation of the clouds over time so they wouldn't stay static on video render.

Textures/Rocks

Every texture was created fully procedurally on Substance Designer. The palm leaves texture was created on SpeedTree to make an atlas so I can model the palm tree.

This was an awesome project that could never have happened without my awesome mentors for Foliage and Landscape Art, Arnaud Claudet and Robert Farrand respectively. And obviously Lionel Cregut for all the feedback and supervising !

Stylized Ice Cream Van

This little diorama project was really fun to make, it was supervised by Sacha Veyrier.
Here the main challenge was to get the proportions right and a render in the textures and lighting as close as possible to the reference.
The lighting is very simple, it's just a directional light and a SkyLight with a custom skysphere to get that nice smooth feeling. I then added Rectlights all around the van to get an outline of rimlights.

This piece was inspired by the original concept of Kong Wenjie, check it out.

Ground Masking + Water Puddle

I can share with you how I made a basic shader for the ground with the possibility to mask some parts of it and add a border noise.
You also have the tip on how I made the water puddle on it.

Scene Details

Handpainted Projects

Sword and Dagger

It was an awesome experience to learn how to handpaint with the incredible Lucile Thyrard !

I was a bit afraid at first, since I've never experienced it and didn't know how to paint on props.
Turned out to be an amazing discovery and I fell in love with it. 

During the final week, I decided to create my favorite World of Warcraft Sword to bring it up to date and have a little tribute. It was so fun to be able to give life to such a meaningful concept and learn so much in the process.

Since I was done in about 4 days for the sword I still had some days remaining on the week. So I decided to create another hanpainted artwork. I absolutely loved the Blood Dagger concept of Selin Aydin so I made it as well ! 

Quest Board

Here is a board and props all modeled and designed by Lucile that I had to handpaint on 3DCoat to train my skills.

Banner

Then, I headed over an other workflow. I had to concept, sculpt a banner and then handpaint it on Photoshop. Really fun exercise and I'm quite happy with how the texture turned out !

Foliage Art

As an Environment Artist, I find it super useful and important to know how to create foliage as it is omnipresent in every environments in video games.
Thankfully, we had a masterclass with the awesome Arnaud Claudet once again. I learned so much in terms of organisation and productivity in order to create high quality foliage really quickly with a great production value.

I would love to experience stylized foliage with this workflow, it could be really fun and open a lot of possibilities in terms of procedural workflow.

Realistic Materials

Here are some realistic materials made on Substance Designer for a projects I've worked on at Artside with Paolo Boissel.
The exercice was to make a realistic cavern fully proceduraly. All the foliage comes from Megascan but the terrain blending and materials are all mine. The brick wall material is a bonus render that I made at the beginning of the masterclass.

I hope that you liked my entry, you can find more of my work on my Artstation profile here !

More is coming really soon for my final year project based on the artistic direction of the lastest Airship Syndicate game, Wayfinder.


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