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Enviroment Artist portfolio
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Enviroment Artist portfolio

Oriol Jaumot Martí
by onexurii on 3 May 2023 for Rookie Awards 2023

Hi, my name is uri. Next I am going to show you some of the 3D projects that I am most proud of. You can see that there is a lot of variety in these, from more realistic hardsurface styles to the purest cartoon style. I hope you like it. ^^

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ONEX_URII  ENVIRONMENTS PORTFOLIO


Below you have several of my latest 3D projects that I have done in recent months. Mainly environments and dioramas, but also some notable modeling. I have carried out many of these projects in the training cycle at ENTI School of New Interactive Technologies, others I have recently carried out in the master's degree in 3D environments at Animum Creativity Advanced School. Being all deliveries and projects to train myself without any economic or labor benefit. There is also some other personal project in my spare time.

I hope you like it, in many you will be able to see its different layers to see how it is modeled and the process of creating these. Enjoy ^^

DESECRATED TEMPLE


The first environment is about my latest work done in the master of environments at Animum Creativty Advanced School. The environment is based on the ancient cultures of Central America such as the Aztecs, I have done the environment referencing Emilie Vaccarini's Concept Art. You can see this at the end of the following images where you can see the different layers and how it is modeled.

As you can see the stage has a stylized and cartoon touch as in the concept but it is not 100% the same, since I wanted to give it a little personal touch by changing the ambient lighting a bit and giving it a more realistic look.

In addition, you will have been able to observe that the geometry of the filling plants and the bottom do not have the same geometry. This is due to the fact that to carry out a large part of the vegetation I chose to resort to Quixel and included some mega scans. It is a scenario that I thought was only what is seen in the image, to show my skills only. It is not intended or optimized for video games.

Here you have a short and brief timelapse of the process of creating my scenery, where you can see constant changes in vegetation and lighting, and improvement and subdivision of geometry until the final render.

FERRARI 275 GTB


Below you can see the modeling of a Ferrari 275 GTB that I did as my first Hard sruface project in Animum a few months ago, it is a faithful recreation of the original vehicle in its simplest version. In addition to the exterior, the interior is also modeled with great detail, with leather seats, all its upholstery, steering wheel, pedals, etc...

In the model, absolutely everything is modeled, including the tires of the wheels and their different shapes. Below you can see the different layers and see their geometry already subdivided to be able to export it for any animation project.

Everything is modeled and rendered in Maya and textured with substance painter. For the deployment of Uvs, make various UDIMS for the different parts of the vehicle, helped by Rizom UV.

With the exception of the little horse on the front and the Ferrari logo on the capo, which due to lack of time I downloaded from cgtrader.com, specifically from the user erdilcansin.

Once all the renders are done, export everything from Maya to Blender where I do the turnaround where I handle it better.

MARINE DIORAMA


Below you can see a small diorama that I did a few months ago made entirely with Blender with the help of the Shader Lighting Boy Shader from Lighting Boy Studio. Everything is textured based on materials using said shader and modeled and illuminated by me. It was a diorama project that I did at ENTI, school of new technologies.

Initially it was just about modeling the purple seahorse that you can see, but I wanted to add a small diorama to it and make everything more beautiful by adding props and a little crab. :)

Continuing with the post you can see the entire history of said seahorse with all its parts separately and how they evolved.

FOREST LEVEL | BRELLO & THE DRAIN CLOUD


As part of the ENTI final grade project, new interactive technologies school. Our objective was to bring together students from the art degree with the programming degree and make a small 3D game prototype. There were 6 of us in our group, forming the group "FrogLake Studios" *I repeat, nothing work, it's just a way of calling us and publicizing our joint projects outside the university* 3 programmers and 3 artists. Being my role here the environment artist of the forest level and the tutorial level in space. Here I will show you about the forest level that has more crafting and work.

The game is basically a Mario 64 style 3D platform, where you are an umbrella where your objective is to recover the water from the lake. Here you can see images of the entire level. Everything is modeled and integrated into unity by me with the help of colleagues. Except for some characters and props and textures like rocks.

The game engine is Unity and I model everything with Unity Probuilder to make the blockout and base geometry and then Blender passes it to finish modeling the game and give it volume and life. Here are some more screenshots.

Here you have the blender base model with flat colors and its wireframe.


I also add the trailer of the game where you can see my work, in the description you can find a link to itch.io to try it for free ^^

Our goal is to one day be able to finance the project and be able to move it forward. Currently the project is stopped and we do not have in mind to revive it soon.

ZELAUA DIORAMA

The following 3D diorama is a work carried out at ENTI School new interactive technologies. Where I learned, very subtly to use sculpting tools in blender. And the integration of models and their textures to Unreal Engine 4. The green algae assets are a free asset from the asset store, everything else is own modeling, which when sculpted contains a huge amount of geometry. But it is only an exercise to learn the workflow and practice.

From this modeling, I ended up making a small diving in unreal minigame.

Here you have different render layers and different points of view in unreal engine 4.

NO LULLABY | 3D FAN ART

The next scene is a fan art of one of the scenes from the video clip of NO LULLABY from the music group SIAMES. Where in said video clip said characters and said scene appear in a 2D animation, made by RUDO.co studio

It is a personal work done on my last vacation. In this work he helped me as well as in the Marine Diorama of the lighting boy shader.

I started modeling in Maya, and then I imported and rigged it in Blender, where I applied the different rigs, shaders and textures that I made in substance painter.

Here are some screenshots of the creation process, along with a frame of the animation of said video clip.

Here is the link of the original video clip:

To finish here you have the render in its different layers, without textures, wireframes, without shader and with shader and clouds.

Besides all this you can find all my 3D models and other projects collected in my ArtStation and Instagram. The vast majority made in the higher level training cycle of ENTI School of new technologies, in the Animum School master's degree and the occasional project that I have carried out in my spare time. ^^

I hope you liked my work <3

https://www.artstation.com/onex_urii

https://www.instagram.com/onex_urii/


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