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3D Environnment Art & Props Art | 2023 | Kostia Perry
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3D Environnment Art & Props Art | 2023 | Kostia Perry

Kostia Perry
by KostiaPerry on 26 May 2023 for Rookie Awards 2023

Hey everyone, I am currently an environment 3d Artist student at Artside school. I recently realized that I am passionate about environment 3d art, but I give everything I have to succeed. This entry to the Rookies Award is an opportunity for me to show you my skills I have acquired so far. Hope you will enjoy it !

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School Project


This is a selection of some work I did during my 2nd year in Artside.
I really improved my skills throughout this journey, and I learned a lot from my mistakes in each of these projects



Fantasy Dagger

Concept by Baldi Konjin

This prop was a two-part exercise done at Artside. For the first part, the goal was to make a clean highpoly in Blender, with a clean topology and dynamic shapes. Then we learned how to create a clean retopology for it.

Then, for the second part we had to texture it in Unlit

The base mesh and bake maps were provided by our teacher Jules Caron. So I learned how to handpaint in unlit in Substance Painter.

It was something very interesting, and it pushed me to handpaint more.

Render done in Marmoset and compositing in Photoshop.

The Worn Forge

Concept by JIE.L

With this project, the goal was to improve our modeling skills. I made it entirely in Blender.

I learned a lot on this project: how to optimize my workflow to get faster, how to add organic and dynamic shapes to non-organic object, how to think in terms of modularity and instances.

I rendered it in Marmoset Toolbag, with some classic clay material (with different values for a better readability) and a "lava material ", with just some orange emissive on it. The main lighting is done with the HDRI background, I added some blue spot light for a nice shading in the dark area, and finished by adding some point light in the forge to simulate melting activity.

Archeologic Room

Concept by Vadim Zaitsev

This project was made at Artside school during two weeks, under the supervision of Matthieu Laude.

The topic of this project was modularity, and how to gain speed by reusing assets in our workflow. It was super rewarding, and I really loved what I did on this exercise.

The blocking, retopology and UVs were made in Blender and the sculpt in Zbrush. Texturing in Substance Painter and the renders in marmoset toolbag and zbrush (for the sculpt).

It was really fun to do, I learned a lot on the sculpt, with a lot of stylized wood and how to synthesize it, and also how to reuse base sculpt and then add details.

I also enjoyed a lot the texturing part, fully in substance painter, and how to think globally on the scene with each UV set.

I really struggled with the lighting, but I think I learned from my mistakes at each try. Now, I'm pretty happy with the final result.

I wanted to have a nice render on it so I decided to made a little turn with a calm music that matches the mood of my artwork.

Mossy Log

Concept by Forest Diver

Little prop made at Artside school as a side project in two weeks.

The topic of the exercise was to recreate the sculpt made by Smolievskaia Ekaterina.

After I finished sculpting, I wanted to fully complete the concept, so with retopology, baking and textures. I made the texture base in substance painter (base color, base roughness, color variation with occlusion and curvature, etc.) Then I exported it to 3Dcoat. It was my first time with this software, so I learned it with this project by myself. It was really fun and rewarding.

All the renders were made in Marmoset toolbag.

I'm still practicing and learning when it comes to lighting and mood, so that's why I tried a night version.

Final compositing in photoshop.

Personal Project

Fisherman's Dagger

Concept by Becca Hallstedt

This is a little personal project, I was looking for an interesting concept to train my handpaint and stylized skills.

I started it in blender for the blade and the pearl blocking. Then I sculpted it in zbrush and added the other parts (bandage, shell, tooth, rope).

After that, I imported it in substance for the basic texturing, I wanted to do it PBR, so I set all the base values of roughness and metalness, with some quick variation (ao, curvature) then I exported it and did all the handpaint job in 3dcoat. It was quite fun, I tried to match the reference as much as possible for the "painterly" style. I had to modify some of the brush strokes from the concept to improve readability.

I finally rendered it in marmoset toolbag. The pearl is just a blue sphere with deep blue base color, some roughness variation and I also set some refraction and translucency on it in marmoset for in order to get this nice aquatic pearl feeling.


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