Rookie Awards 2024 - Open for Entries!
3D Character and Texture Art
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3D Character and Texture Art

by maximedrouet on 28 May 2023 for Rookie Awards 2023

Hello everyone! I'm Max and this is my Rookies of the year entry. I specialize in character and texture work. I also enjoy creating composition and working on lighting. I hope you'll have a good time scrolling around!

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Hello and welcome! I'm Max, Character and Texture Artist.

The work you see below has been made in the span of about a year (minus a very few older exceptions).

I hope you enjoy your scrolling!

I - THE BLACKSMITH

The blacksmith project started from the concept "Hammera" by Brandon Reimchen, within a course taken at CG Spectrum.

Software used:

- Sculpting: ZBrush

- Box Modeling for props: Maya

- Clothing: Marvelous Designer

- UVs and Topology: Maya

- Hair: XGen in Maya

-Textures: Substance Designer and Substance Painter

- Composition and Assembly: Maya

- Renderer: Redshift

- Post: Photoshop

This was my first project in my course at CG Spectrum, in which I learnt a lot about anatomy, texturing and grooming with XGen. I really had a blast making this badass character and I really enjoyed playing with the light too!

II - HEAD STUDY

Software used:

- Sculpting: ZBrush

- Topology and UVs: Maya

- Texturing: Substance Painter

- Hair: Maya XGen

- Renderer: Arnold

- Post: Photoshop

This was a side project in which I tried to reach likeness. Most of my focus here was on the sculpting, texturing and hair grooming.

III - ONE-WEEK QUICK STUDY - CREEPY HANDS

Software used:

- Head: V-Face from Texturing.xyz

- Hand Modeling: Maya

- Rigging and posing: Maya

- T-Shirt: Marvelous Designer

- T-Shirt Texturing: Substance Painter and Substance Designer

- Hand Texturing: Procedural in Maya Hypershade

- Hair: Maya XGen

- Renderer: Arnold

This was a short weekly study using an already made head. I focused a bit more on the storytelling here.

IV - Artstation Challenge: Medieval Back and Forth: STAR / MODEL

Concept created by Hong YuDing.

Software used:

- Sculpting: ZBrush

- Topology and UVs: Maya

- Clothing: Marvelous Designer

- Hair: Maya XGen

- Texturing: Substance Painter

- Renderer: Arnold for Maya

- Post: Nuke

I am happy I could make the deadline on this challenge and I had a lot of fun working on this concept.

V - LEICA CAMERA SERIES 0

This is a prototype Camera Leica Series 0.

Modeling: Maya

Texturing: Substance Designer for the leather and Mari for everything else

Rendering: Arnold in Maya

This is a prop project for which my aim was absolute fidelity to the real object. I worked for the first time in Mari.

VI - Rookie Challenge: RIG.B CONTEST

Texturing challenge on the robot Rig.B provided by the Rookies and Autodesk.

VII - GRENADE

Grenade modeled by Mario Leone.

Textured in Substance Painter, background elements from Quixel, rendered in Maya Arnold.

VIII - Material 01: MOSAICS

All the materials below are studies and learning that I made in Substance Designer. I really enjoy the procedural aspect of it.

Texture made in Substance Designer, rendered in Maya with Arnold.

IX - Material 02: LINEN PATTERN

Texture made in Substance Designer, rendered in Maya with Arnold.

X - Material 03: DRAPING FABRIC

Texture made in Substance Designer, rendered in Maya with Arnold. Following a tutorial from Pauline Boiteux.

XI - Material 04: COTTON CANVAS

Texture made in Substance Designer, rendered in Maya with Arnold.


XII - Material 05: METAL TILES

Texture made in Substance Designer, rendered in Maya with Arnold.

XIII - Material 06: WOOD PLANKS

Texture made in Substance Designer, rendered in Maya with Arnold.

XIV - Material 07: OIL PAINTING

Texture made in Substance Designer, rendered in Maya with Arnold. Following a tutorial from Pauline Boiteux.

XV -  Materials 08 to 13 - TILEABLES

Textures created in Substance Designer, rendered in Maya Arnold.

XVI - Weekly Studies - Various composition and lighting work.

All the following compositions took between 5 and 20 hours to make, and were part of weekly studies. Assets were made using a variety of software (Maya, SP, SD, MD, etc.). Some assets were downloaded from Quixel.

The aim of these works are to study lighting and composition, and challenge myself to produce something within a short period of time.

XVII - Various work and Studies 01

The following pieces are various more "artistic" artwork.

Software used: Maya, Houdini, ZBrush, Bifrost graph editor, MD, SP, SD, etc.

The following are pieces that I made for an exhibition in Shanghai.

THANK YOU FOR WATCHING THESE!!


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