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Antoine Déjean - Material / Game Art Collection
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Antoine Déjean - Material / Game Art Collection

Antoine Déjean
by AntoineDejean on 27 May 2023 for Rookie Awards 2023

Environments in games have always interested me and today I want to create them too! At the end of my studies, I specialized myself in the creation of materials and textures. This job includes several projects that I worked on during this year that and show my skills. I hope that you will like! :)

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BATTERIES PILE

This is my latest project, and perhaps the one that was the most fun to do. I'd never created material from a simulation before, so this was my first test with this workflow. I chose to use Blender to run the simulation for this project, but I think going through Houdini might help making the material tile more easily.

Breakdown:

I started by modeling my different batteries in Blender, trying out different sizes to bring diversity. I then textured my batteries in Substance Painter one by one, before importing them back into Blender for the simulation. Once I had my pile of batteries, I made them tile by hand and then made a bake on a simple plane in Marmoset toolbag. You can also use Substance Designer for the bake, it's just a personal choice. Finally, I imported my various maps into Substance Designer to create the final material, adding dirt and other small details.

80 Level Article

I had the great honor to write an article for 80 Level about my Batteries Pile material. All my workflow is explained step by step so that you can make a similar material.

SCI-FI HALLWAY

I didn't have any hard-surface material on my portfolio yet and thought this would be a good addition. I'd already done 2 or 3 hardsurface materials before these and it's a subject I particularly like, the search for interesting shapes, details, working with metal. I drew a lot of my inspiration from the atmosphere of The Callisto Protocol, which I really loved.

Breakdown:

There was nothing really complicated about this project, it just took a few tries before I found the shapes I wanted for my different materials. The height map of this kind of material is always quite long to build if you want to add a lot of detail. I tried to focus on the metal treatment and the color base, to get some interesting variations. Once I had a decent first version of my materials, I took the time to make some props with the help of Blender and Marvelous Designer to dress up and bring my scene to life.

Workshop and Article

 I had the amazing opportunity to host a workshop for Beyond Extent about materials creation and presentation related to this work and also to write an article for Games Artist.

LIGHTSABER OF A VALIANT JEDI

For this project, I wanted to showcase my skills with Substance Painter and hardsurface modeling. Being a big fan of Star Wars, the choice to make a lightsaber came quite naturally. I'd played a lot of Fallen Order and the different components for customizing our lightsaber are really great, with interesting shapes, so they became my main references.

Breakdown:

All the modeling and UVs of the lightsaber were done in Blender, with the help of certain addons at times (especially for the UVs, as this is not Blender's strong point). As I wanted good quality textures and this project was just for my portfolio, I decided to make 2 UV maps for my lightsaber. I then imported it into Substance Painter, having a version with all the spare parts to see what I was doing. Nothing too complicated for the rest, I just used the basic workflow (Anchor point, masks, stencils, etc...)

LION MOSAIC

I was browsing pinterest and came across an image of an old Roman mosaic that caught my eye. After looking at it for a few minutes, I knew it would be a great project with new techniques I hadn't used before, such as using SVG in Substance Designer.

Breakdown:

This may disappoint some people but the whole lion part was done tile by tile by hand in an SVG in Substance Designer. I think it would be interesting to make a generator that creates mosaic from masks and that's probably what I'll try to do one day. For this material I used a lot of the different options that the Flood Fill node gives us, to have variations in height, breaks and colors.

MILITARY BACKPACK

This was my first project of the year, and probably the one that took the longest. Before starting on the backpack, I had created a camouflage generator in Substance Designer and wanted to apply it to an object. What better than a military backpack for that? As well as being perfect for demonstrating my material, I was also able to show off my mastery of Marvelous Designer.

Breakdown:

Making the backpack in Marvelous Designer was a good challenge for me, it's really different from making a simple T-shirt and we discover interesting options that the software offers. With all the details in, it was quite complicated to have a smooth simulation (at least with the computer I had) so I didn't do the simulation with the different objects on it. Instead I placed them by hand in Blender, which ended up being easier. I wanted to tell a story with the rope, the medals and the grenades on the bag. With my de facto UVs, I was able to highlight my generator by using it in Substance Painter.

Thank you for taking the time to look at my work!

Here's the link to my Artstation and Linkedin.


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