Rookie Awards 2024 - Open for Entries!
Modeling and texturing Portfolio
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Modeling and texturing Portfolio

by IngaSielemann on 26 May 2023 for Rookie Awards 2023

My Entry for the Rookies 2023 Here you see various projects in the area 3d modeling and texturing

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Little Spirited

In this project, I created the character based on an existing concept. I wanted to focus mainly on keeping the style of the concept and creating the stylized textures. I also wanted to keep the atmosphere of the image.

The project was a lot of fun and besides creating stylized textures, I also expanded my knowledge of X-Gen in Autodesk Maya.

Most of the modeling and layout took place in Autodesk Maya.
The blocking of the character was done in Blender.
The character was sculpted in ZBrush.
For the hair and the moss I used X-Gen.
The textures were created in Substance 3d Painter.
And the image and turntable were rendered in Arnold for Autodesk Maya.

Concept by Mei Mo.

Concept by Mei Mo

Realistic Donkey

This is a project where I modeled and textured a realistic donkey.
First, I created the skeleton, to which I then adapted the muscles in the next step. Finally, I created the skin for the donkey.
All three versions of the donkey were built from anatomically correct templates. Since I had difficulties finding enough material for some areas, I therefore used images of the anatomy of horses.

The various models were sculpted in ZBrush and then edited in Autodesk Maya.
The donkey was textured in Substance 3d Painter and Photoshop.
Finally, the project was rendered in Arnold for Autodesk Maya.

Forest of Magot

In this project I created a small level in Unreal Engine. Here the main focus was on creating the stylized textures.
As a setting for the level, I designed an Asian temple hill dedicated to the Barbary ape (also called Magot). Through the twisted trees and bright flowers, I wanted to create a magical atmosphere.

Here I learned a lot about creating textures and also used Substance 3d Designer for the first time to create my own textures right from scratch. I also learned a lot about Unreal Engine and for the first time I created my own effects (here the swirling petals). It was a lot of fun and motivated me to build more levels in Unreal Engine in the future.

For the creation of the textures I used Substance 3d Designer. Finally some textures, like the stones or trees, were baked in Substance 3d Painter to fit the objects.
The models that can be seen in the level, I created by myself in Autodesk Maya. The monkeys and trees i sculpted in ZBrush.
I built and rendered the level in Unreal Engine 4.
The effects for this I created in Niagara in Unreal Engine 4.

A short demonstation of the process building the Level. First, you see the blocking of the scene, then placing the assets with the materials and last the end result with the finalised lighting.

In this picture you can see how I put together the different materials for the trimsheet. This allowed the six different materials to be combined on one texture.

Below you can see the different view opinions of the level.
From left to right:
Lighting only, Detail lighting and the Lit view.


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