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Jesse L
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Jesse L

Jesse
by jessel on 31 May 2023 for Rookie Awards 2023

A collection of some of the projects ive completed over the last few years

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Tea House

This project was developed over ~4 weeks with the concept by Tiphaine found here, https://www.artstation.com/artwork/zDw0WZ

When I started this project, I wanted to concentrate thoroughly on texturing, notably on improving detail frequency, hue, and value. The breakdown below depicts aspects of the resulting detail frequency, with 'out of focus' areas effectively utilising low frequency large features. Compounded by increased value variation, while in focus area's use high frequency details produced with a smaller brush that has a higher hue and low value variance.

Honey Potion

A more detailed analysis can be found here: https://gamesartist.co.uk/honey-potion/ , however broadly and in general, this project was created in ~1 - 2 weeks with a focus on shader development. While attempting to mimic the 2D design produced by Anh Dang, which can be viewed here https://www.artstation.com/artwork/d8a2v1

The primary advancements of this project come from the glass and honey shaders in conjunction with the lighting, whereas the modelling and hand painted textures are fairly self explanatory. Which employed a projection method to both accurately and efficiently develop the model, textures, and visual development. The honey shader is a soft gradient falloff shader, which produces an edge glow similar to a Fresnel node. While the glass's 2D properties are the product of a highly contrasted falloff shader producing edged lines weighted effectively by the objects curvature or tangent view space.

Chainsaw - Homelite 26 LCS

I discovered an old Homelite 26 LCS Chainsaw and fell in love with its circular forms, consequently I embarked on this project to improve realistic prop creation. Which resulted in a compelling challenge with emphasis placed upon hard surface modelling, texturing, material creation, light and presentation. The modelling is fairly straight forward and documented in the WIP, utilizing an opensubdiv workflow driven through data channels for consistent rounding and hardness. The chain is a tiling trimsheet replicated across the chains model with the top edges being depressed to achieve a slanted top cutter and animated with a simple UV offset Panner node.

Texturing took up the plurality of time with a plethora of scanned materials, alpha's, and materials being created throughout the process. With the metallic materials being photographed in neutral lighting, cleaned-up and tiled in PhotoShop, then processed in Substance Alchemist/Sampler. While decals were developed through a mixture of Illustrator and Photoshop and applied through Substance Painters projection tools. The rest of the texturing utilizes a copious amount of anchor points for material layer stacking and blending.

With the presentation and lighting utilizing HDR LightMap Studio to produce mostly glancing light passes and rim lights given the high reflectivity and darker values of the materials. 

Noodles

This piece was developed from the concept by Elodie Mondoloni found here https://www.artstation.com/artwork/v690x

With the concept primarily only developing details at the forefront exterior, I ventured to advance the modelling and details to the totality of the piece. Both interior and exterior with the idea of grounding it in the ideal of a functional food ‘truck’. The textures were developed with a combination of Substance Painter hand painting and further refinement in photoshop . With the metallic aspects being the most difficult to balance between PBR rendering while imparting a similar stylization as the rest of the piece.


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