Portfolio Eva Sánchez - 3D Environment Artist
Hello everyone and welcome to my entry for The Rookie Awards 2023! Here you will find some projects made during the Advanced 3D Production Master's Degree I did at Animum Creativity Advanced School and other personal projects. Hope you like them!
DEMO REEL
In October 2021 I started my journey as a 3D artist. I decided that I wanted to attend the Advanced 3D Production Master's Degree at Animum Creativity Advanced School, and it was the best decision I ever made.
Look Development - 'The Karate Kid' inspired
In this proyect, made during the Advanced 3D Production Master's Degree at Animum, I was in charge of the Xgen hair, clothes and environment modeling, shading, lighting and final compo.
· Modeled in Autodesk Maya
· Textured in Substance 3D Painter
· Rendered in Arnold
· Final Compo in Nuke
· Character Model by Sergi Caballer
· Character Animation by Pablo Spurchisi
Clay Render + Topology:
Character Look Development
Environment Look Development
Clay Render + Topology:
Lighting setup in Maya.
'Get ready to meet your maker', 'Oh god! We ain't even started yet!', 'Never underestimate your opponent'.
Here you can see the original scene I was given and the final result:
Compo Process:
UV Maps:
Some references for this proyect.
Subway Corridor
When I thought of doing this project, I had in mind to create a scene with a touch of mystery. With this in mind, I started looking for references, until I found Andrea De Santis' wonderful photo, where you can see the corridor of London Underground.
· Modeled in Autodesk Maya
· Textured in Substance 3D Painter
· Rendered in Arnold
· Compo in Adobe Photoshop
Clay Render + Topology:
Compo Process:
Lighting setup in Maya.
UV Maps:
Boba Fett's Helmet
For this proyect I made the Boba Fett's Helmet 3D model and environment, based on 'The Book of Boba Fett' series.
· Modeled in Autodesk Maya
· Textured in Substance 3D Painter
· Rendered in Arnold
· Compo in Nuke + Adobe Photoshop
Project made during the Advanced 3D Production Master's degree at Animum.
Clay Render + Topology:
Compo Process:
Helmet Topology:
UV Maps:
These are the references I took for this proyect.
Chef-Bot
This is Chef-Bot!
I created this robot for the Adobe Substance 3D - Robot Challenge.
I wanted to represent a futuristic environment and at the same time an aesthetic aspect deteriorated by the passage of time.
• Modeled in Autodesk Maya
• Textured in Substance 3D Painter
• Rendered in Arnold
Environment Look Development
Clay Render + Topology:
This is my lighting setup in Maya. I wanted to create contrast between warm and cold colors and have a futuristic atmosphere, so I mixed neon lights with a traditional Japanese lantern.
I made the environment texturing process in Adobe Substance 3D Painter.
Environment UV Maps:
Chef-Bot Look Development
Clay Render + Topology:
Chef-Bot UV Maps:
These are the references for my proyect.
All Gone
This particular project is very special to me, since the concept by Rado Markovic that I used as reference is inspired on my favorite video game, The Last of Us.
I made this project during the Advanced 3D Production Master's Degree at Animum.
· Modeled in Autodesk Maya
· Textured in Substance 3D Painter
· Rendered in Arnold
· Final Compo in Nuke
Clay Render + Topology:
Compo Process:
Lighting set up in Autodesk Maya
UV Maps:
References for this Environment:
Hispano Suiza Alfonso XIII
This was my first big project for the Advanced 3D Production Master's Degree at Animum and I'm very proud of how it turned out.
· Modeled in Autodesk Maya
· Textured in Substance 3D Painter
· Rendered in Arnold
· Compo in Nuke
Car Look Development
Different versions:
Clay Render + Topology:
UV Maps:
Car references:
Environment Look Development
The shots references are from this YouTube video.
RIG.B - Space Robot
I created this robot for the Autodesk - RIG.B Challenge.
In this contest I had to demonstrate my texturing skills by using the provided RIG.B character.
My idea was to texture RIG.B as a NASA's Space Robot, ready to explore new planets, so in addition to texturing the robot, I created a 3D environment that would fit my idea and tell a story.
• Modeled in Autodesk Maya
• Textured in Substance 3D Painter
• Rendered in Arnold
RIG.B 3D Artist: Jonathan Reilly
RIG.B Maya Rigger: Mike Waterworth
Environment Look Development
Clay Render + Topology:
Lighting set up
Textures I used for the environment from Quixel Megascans.
These are the references that helped me in the process.
RIG.B Look Development
Texturing RIG.B was a lot of fun and a challenge for me, since I had never textured a 3D model with such a level of detail.
I wanted to texture this robot according to the level of detail it had, so I created the whole texture with small details that together made the model look more realistic.
Finally, here are some close ups of RIG.B's textures to appreciate all details.
This is the end of my presentation!
Thank you so much for reading until the very end. All these projects mean months of hard work, so I hope you enjoyed them as much as I enjoyed doing them!
And of course, do not hesitate to contact me if you have any questions: [email protected]
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