Rookie Awards 2024 - Open for Entries!
Alvaro Calvo | The Rookies 2024
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Alvaro Calvo | The Rookies 2024

Alvaro Calvo
by AlvaroCalvo on 8 Mar 2024 for Rookie Awards 2024

Welcome to my entry for the Rookies Awards 2024! On this occasion I will show you my work from the last year and the new path that I have started this year. Delighted to be here for another year participating with all the young promises of the industry!

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Kuromori Arena FanArt

For my portfolio I wanted to make this piece based on the setting of Shadow of the Colossus. When thinking about making my first environment for the portfolio I thought about making something small and very detailed, however, at that moment this environment from Shadow of the Colossus came to my mind and I wanted to try to replicate it. In the end, this was the result, of which I felt proud when finished it, since I was able to learn many new techniques and tools due to the magnitude of the challenge of creating such a massive environment.

Some Final Renders

Also, the environment is optimized within Unreal Engine 5 and is built in a way that it can be playable.

Materials

To texture the walls and floors, I created several tileable textures using Zbrush and Substance Painter.

Modules & Assets

Finally, here you can see the different modules and assets used to dress the entire environment, created with Maya, Zbrush and Subtance Painter.

Forest Cabin

For this project, I wanted to redo the very first scene I made when I encountered this world of 3D about more than 3 years ago and I had only been learning Blender for 1 month. For me, this project has a lot of feeling since I could see the great progress I have made during this time.

Some Final Renders

Materials

This time I took the opportunity to learn Substance Designer to make the material for the walls and the foundation. For the tiles use the Zbrush and Substance Painter workflow.

Modules & Assets

Here you can see the different Assets and Modules used to build the house, as well as the creation of different types of houses thanks to the modular system and programming of materials in Unreal Engine 5 to make color changes. For the vegetation of the environment, I used the different packs offered by MegaScans.

God of War Chest FanArt

Entering the Props section, we start with this FanArt that I made of the God of War chest based on the original work of Cliff Schonewill. Thanks to this work I was able to improve UVs and topology optimization, creating a Prop that was as detailed and optimized as possible.

Textures & Topology

The prop was well optimized, containing a 2048x2048 texture and a total of 4500 triangles.

Victorian Table

On this occasion I wanted to test my Zbrush skills with this work based on the original work of Sarah Wang, it was a good opportunity to improve and learn new Zbrush tools to create these types of flourishe. Thanks to the tutorials on the Pixologic channel taught by Nacho Riesco, I was able to learn different techniques to carry out this project.

Clay Render in Zbrush

Textures & Topology

The Prop has a 2048x2048 texture and contains about 50,000 polygons since I wanted to mark all the flourishes with geometry to practice retopology.

Eldrassil, Hand of the Goddess

This last project that I will show you for this year, but no less important, is a little different from those shown previously in this entry and it is a handpainted project. This year I have decided to learn this new style since my dream is to be able to work for companies like Blizzard, Riot, Rare, etc. This Prop is based on the Concept Art of Arthur Malagon.

Textures & Topology

The Prop contains a 1024x1024 texture and 1,200 triangles. The lowpoly is modeled and unwrapped in Maya in an optimized way to later paint the textures in Photoshop directly on the lowpoly.

Thank you very much for watching it until the end and a pleasure to be here participating for another year.
See you next year with more and better!


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