Rookie Awards 2024 - Open for Entries!
Portfolio Eva Sánchez - 3D  Environment Artist
Share  

Portfolio Eva Sánchez - 3D Environment Artist

Eva Sánchez
by zehcnas on 29 May 2023 for Rookie Awards 2023

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!

7 623 2
Round of applause for our sponsors

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.

I was given an animated scene made by another student named Pablo Spurchisi and my job here was to remake it with another style. My idea was to make something related to Karate Kid movies because of the dialoge that the characters are having:

'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

Some 3D assets from the environment, such as sandstone cliffs and plants, are from Quixel Megascans.

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]

Good bye!


Comments (2)