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Props & Environment Modeler Showcase
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Props & Environment Modeler Showcase

Pierre Mevel
by pierre on 29 May 2023 for Rookie Awards 2023

Here is my application for the Rookie of the year 2023. I put in some of my favourite projects done during my years of studies at Brassart school.

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The Belgariad Project


I chose Modeling as major for my Master degree.
I reproduced the Concept Art by Raenn Chou as my Master's degree main project.
This environment was realized with Maya, rendered with V-ray and composited in Nuke.


Concept Art by Raenn Chou

I started by finding the perspective of the image, analyzing the different proportions in it and then isolating each element to model.
Focal length : 16 mm

A research time was necessary to get a maximum of references in styles and forms for the concept objects.

Creating the blocking at 1:10 scale.
Once the blocking was finished, I started to isolate the individual elements to work on them in reference.

Here is the wireframe of my finished work

Personnal flying vehicle


3D modeling inspired by Iain Thody's Concept Art.
I chosed to focus on the on the Modeling part, therefore I created a procedural material.
Modeled in Maya, rendered with Arnold and composited in Nuke.

Here is the procedural material used for this project. Using triplanar and Range node for the specular and normal, and added basic subsurface and color.

Rifle


Here is a project made in 40 hours (Modeling only).
A 3D reproduction of Eldar Safin's Concept Art (Rifle_2984).
Modeled with Maya, textured with Substance Painter and rendered with Arnold.

Pick-up

I modeled this Pick-up with Maya, rendered it with Renderman.
The texture was made with Zbrush and Substance painter. 
Other softwares : Speedtree, Houdini

I made a broken windshield simulation in Houdini, and then integrated it with a timeshift that I liked.

Then generated roots mainly with Speedtree, and used a Maya script called "ivy generator" for adding some leaves.

Here is the final result.

Post apocalyptic Ford


Here is an abandonned Ford Escort.
I modeled it in Maya, textured the hardsurface part with Substance Painter, using Procedural noise for adding the moss and rendered it with Arnold. The vegetation was made in Speedtree.


First I started to model the car without smashing it

Here is a quick texture test made before breaking the car.

Then I destroyed softly the car with Zbrush Dynamics. 

Here is the low and high poly

I use a procedural mask for adding PBR moss on the Substance Painter car's texture that I did previously.

Space Sushi bar

I reproduced the Artwork of Alexandrin Damascan.
This work was done in 1 week for my Master's degree submission and I really enjoyed working on it. 

For the cartoon texture, I hand painted it in Substance 3D Painter, and connected the color maps in an AI Toon which gives that nice lines in the render.

Some displaces were necessary for the project and were made in Zbrush.

Thank you for the time spent reading and watching my contest entry.
I've been working on those projects for the past two years and have learned many new techniques while doing them. 
Best regards,
a
nd now, back to the studio!

Pierre Mével


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