Rookie Awards 2024 - Open for Entries!
Projects 2022/2023
Share  

Projects 2022/2023

Carlos Escribano Terol
by careste on 17 May 2023 for Rookie Awards 2023

In this post I show the projects I have done during the Advanced 3D Production Master degree at Animum Creativity Advanced School (2021-2022), and two projects that I made on my own, after finishing my studies.

2 340 0
Round of applause for our sponsors

Two years ago, I started studying a master's degree in Advanced 3D Production at Animum Creativity Advanced School. Since then, I specialized on hard Surface and environment modeling. I am so proud of myself, because I can see how far I got and how hard I worked.

Below you can see some projects that I finished during de course, and improved after that, and two projects made on my own.

Bugatti type 57 SC Atlantic

This is my first big project and was made from the blueprint of the Bugatti type 57 SC Atlantic.

Modeled with Maya, baked and textured with Adobe Substance Painter. The lighting has been done in maya and has been rendered with arnold.

The final composition was made using NukeX and Davinci Resolve.

In the next video you can see a turn around, that shows the texture, the volume and the wireframe.

In the following images, you can see the interior of the vehicle in which the wrinkles of the seats were made in mudbox, and baked in substance painter.

I have also added another detail of the trunk in which you can see the spare wheel with a different rim, and the tire in detail.

For the final delivery of the master's degree, I decided to make a Mad Max version of this vehicle, and below you can see the final result.

The following video shows a turn around of the Mad Max version of the Bugatti type 57 SC Atlantic, showing the new added details, and the wireframes.

In the following images, you can see some details from this version of the vehicle.

Below I include the reference images that I used to carry out both versions of the vehicle.

Watch maker house

This is the 3D adaptation of Arseniy Chebynkin's concept art called "Watchmaker House". My second big project which is the first environment I have done with a lot of work and dedication.

Modeling and lighting made in Maya, the textures of the general structures and clocks have been made in Substance Painter and others have been downloaded from Quixel Megascans and cgbookcase.

The plants have been made with planes placed sometimes by hand and in other cases with mash, trying to give the shape of the original concept plants. Their textures has been done with atlases downloaded from Quixel Megascans.

Rendered using Arnold and composed in NukeX.

The following images show the volume of the scene and the wireframe:

The next image is the original concept art of Arseniy Chebynkin's, which can be found at this link: https://www.artstation.com/artwork/JwkBv

Maniatico LookDev - The Orange Clockwork

LookDev project inspired in the movie "A Clockwork Orange" by Stanley Kubrick.

For the last project in Animum Creativity Advanced School, they provided me with a character of their property, and an animation made by another student, to make a lookdev, modeling the environment, the clothes, and the x-gen hair, and doing the shading , lighting and compositing.

Character model "Mario" made by Segi Caballer (https://www.artstation.com/sergicaballer)

Character animation "Maniatico" made by John Garcia (https://vimeo.com/jiret12)

Modelled in Maya, textured in Substance Painter, rendered in Arnold, composed in Nuke and mounted in Davinci Resolve.


The following images show the volume of the environment and the wireframe:

Apart from the lookdev, I put the character in a characteristic pose from the movie, and you can see it in the next video, with the wireframe of the clothes.

Below you can see the references used to perform the loockdev.

Matt Dixon "Sorrow" 3D

This is the first project I made in the master's degree, and I'm very proud of the final result. Is the 3D adaptation of Matt Dixon concept art called "Sorrow".

Modeling and lighting made in Maya, textures have been made in Substance Painter, rendered using Arnold and video mounted in DaVinci Resolve. 

The next image is the original concept art of Matt Dixon, which can be found at this link: https://www.mattdixon.co.uk/shop/sorrow

PS3 with Controller

Project made from the blueprints of the PS3 and its controller. Modeled with Maya, baked and textured with Adobe Substance Painter. The lighting has been done in maya and has been rendered with arnold. Composed in NUKE-X, and video mounted in DaVinci Resolve. Made in the master's degree in advanced 3d production at the Animum 3D school.

In the following video, you can see a turn around, with the texture, the volume and the wireframe.

The following images shows the controller in detail, and the back of the PS3.

Below you can see the references used to model this assets.

R2D2

Project made from the blueprints of R2D2. Modeled with Maya, baked and textured with Adobe Substance Painter. The lighting has been done in maya and has been rendered with arnold. Composed in NUKE-X, and video mounted in DaVinci Resolve. Made in the master's degree in advanced 3d production at the Animum 3D school.

In the following turn around, I have included a clean texture, and a dirty and damaged texture of R2D2. In the video you can see the wireframe too.

Below you can see the references used to model R2D2.

Going Merry

As a fan of One Piece, I decided to make my own version of Going Merry in 3d, based on blueprints, images and toys I found on the internet.

Modeled with Maya, baked and textured with Adobe Substance Painter.

The lighting has been done in maya and has been rendered with arnold.

It's the first model that I have made after my studies in Animum 3D School.

In the following video you can see a turn around, showing the textures, the volume and the wireframe.

Below you can see the references used to model the Going Merry.

God of War - Greek Blades

As a fan of God of War saga, I decided to make my own version of Kratos blades in 3d, from the first 3 games, GoW (Blades of Chaos), GoW 2 (Blades of Athena) and GoW 3 (Blades of Exile).

Modeled with Maya, baked and textured with Adobe Substance Painter. The lighting has been done in maya and has been rendered with arnold.

The next video shows a turn around, of each model of blade evolving, and their wireframes.

In the next images you can see the volume and the wireframe of each model of blades, with all its levels.

Below you can see the references used to model all the blades, with all their levels.


Comments (0)

This project doesn't have any comments yet.