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My 2022-2023 projects
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My 2022-2023 projects

Leandro Leijnen
by Phoerens on 9 May 2023 for Rookie Awards 2023

Helo, this is my entry for the Rookies Awards. I already entered last year, but I feel that since then I've improved a lot, so I try again this year by presenting to you all of my projects on a year time span. I'm in my third year at Creative Seeds, a 3D school in France.

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Round of applause for our sponsors

I chose to start with my 4 best projects, and then all the other ones that I made throughout this year. 

I sometimes ad some videos from my youtube channel that are the timelapse of some projects. I don't show them to gain viewers or anything, I just find it interesting to ad them as you can see if you want how I really made some of these projects.

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These two characters are my most recent ones. I can't show any images of the short film yet, but here are at least some renders of the characters. 

My main references for Alan was Zootopia. I tried to achieve the same amount of details as they had. The grooming part was quite interesting to make, as I didn't really groomed it's fur on a soft like Xgen or Houdini. They where generated at render time on guerillaRender, an amazing render software. 

To make the fur everything was driven with maps, mostly in black & white values. I had for example a polar map (for the fur direction), a density map, a clump density map, a fur noise map, a curling value map etc... Since they where made in Substance Painter in black and white with a range between 0 and 1, I then needed to remap every map in Guerilla in order to achieve the good values. 

He was rigged by Chloé Schmid and animated by Youen Bouley. (I thank them for bringing Alan to life ^^)

Here are some concepts i made for Alan. The goal was to make a quite old beaver, who looks calm and serene.

Pelote (in english "fur ball") has been modelled by Chloé Schmid. It is the second character of the shortFilm. I did the knitted displacement, the textures, and the fur. She needed to look as if she was hand made, and above all cute. Our main references came from a stop motion shortFilm named Lost&Found, and the works of CrochetsCreatives on instagram.

Pelote was rigged by Chloé Schmid

Concept made by Chloé Schmid

My references for Alan and Pelote

The shots are rendered in Guerilla render, a soft we discovered during this project. The compositing is done in Nuke. We had 2 weeks to model it, 2 weeks to texture it, and 1 week to do the lighting and rendering. I learned a lot during this project, especially about the workflow for a highly detailed creature.

This creature is based on the Great Jagras, a monster from the game Monster Hunter : World

I sculpted the details in zbrush, and made the scales and finer details in substance painter with different tilable maps. I then combined the two displacements coming from zbrush and painter together in Guerilla render.

To have a color variation for each scale, I made different maps out of the default height map. With the different maps i could then obtain variation for each type of scales.  I used substance designer to obtain a diferent value per scale for each of my scale maps.

My references. The concepts are from the artbook of the game Monster Hunter. I had a lot of references of komodo dragons and iguanas, because their anatomy and scales where close to the ones of the Great Jagras

Student work by Toart Studio

I made this project exactly one year from now, specially for the Rookies Awards 2022. It was my best project at the time, and it is also the last dated project that i still keep in this post.

I knew nothing then about good topology and working with many heavy Udims. Looking back, I'm sure I wouldn't have made some things as I made them back then, but I'm still quite proud of this character.

Original concept by Hua Lu 

https://www.artstation.com/artwork/qAABGD

I made these last summer. I recon it's not a very serious project, but it was fun. I tried to make one banana each day, by using the base mesh, and adding or modifying some things. I didn't sell any of my NFT's but at least I tried ^^

This is my version of Wednesday Addams, from the Netflix series. And not to forget.. with the thing ! I really loved this series, and I was in search of a character to sculpt in order to train my human sculpting, so I chose to make Wednesday.

I made the hair in houdini. It was my second groom in this software, so i didn't always kbew how to do some specific things, such as the braided hair. What I did is I made the braided hair in maya with cylinders, and I then created curves from the edges, which i used as guides for the hair generation.

The complete timelapse.

As I didn't have a lot of time, I couldn't put a lot of details and stayed simple, for both the sculpt and the hand painted textures on Substance painter. It was a lot of fun making this character. I hope you like it !

The rise of Ai got me thinking a lot about our creativity, and all our ideas and art that is taken by Ai. With the new slime bridge tool from Zbrush I imediately thought about something trapped inside that slime. So I thought of a human trapped by two hands as if they where controlling him. The hands are without any arms so they are more like "creator" hands, powerfull and brutal.

I didn't make the theme obvious, because I am not striclty against Ai, and I also didn't want the render to be super precise about one subject. It's more vage, it's about the human mind being controlled.

This is Burpy, a monster designed by the artist Derek Laufmann.

I wanted to try out vector displacement. Every detail was added with the vector displacement, so I could rig it easily and keep the topology simple. I know that the spikes won't be able to move correctly with this technique, but I really just wanted to try out the possibilities of vector displacement.

I have made 2 UV sets for the body, one is on oneudim with just one seam. This one is for the vector displacement because it had too much artefacts on the seams. The second set is for substance painter.

the complete timelapse

The original concept was made by the artist Derek Laufman.

These are some others projects I made throughout the year. They are less complex, but they helped me improve a lot in terms of speed and understanding the importance of the main shapes without going too fast into the details.

original concept by @Axbraun

This creature is based on the concept art by the artist 瓷 骨

Concept made by @dino_on_a_bycicle (instagram)

Thanks a lot for watching everyting !


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