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Creature/Hard Surface Demo Reel 2024
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Creature/Hard Surface Demo Reel 2024

Guénolé Basire
by Gbasire on 12 Mar 2024 for Rookie Awards 2024

Hello ! I am an aspiring Creature Artist, and student at SAE Institute Geneva. Here is my 2024 demo reel, where I showcase my best work.

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Serpent Snail

This project is a realistic interpretation of the Serpent Snail from the video game Elden Ring. 

I wanted to confirm my ability to create realistic creatures and manage to correctly interpret a concept, as it is only my second fully completed creature project. I took inspiration from numerous animals to make this fusion possible, even taking some reference images of crocodiles and sea slugs.

I used Zbrush for the Sculpt and Polypaint, Maya for the Retopology and Scene Lighting, Substance 3D Painter for the Texturing, rendered my scene in Arnold, and did my post-production in Nuke. Every Aspect of the creature was made by me, but the Pillar is a 3D Scan from Quixel.

Although some parts of my work could have been revised and improved a bit, like the back scales, I think the overall quality of the creature is good. I am also very happy with the shell, where I think I got a nice result with the sculpt and texturing.

Futuristic Gun

This was a short weapon project, based on a concept from Wassim Adkhal

I wanted to do this project in order to improve my hard surface and topology skills, as well as improving my render skills, which will help me in future projects. 

The Modeling and the Rendering Scene was done in Maya, and the Texturing in Substance 3D Painter. I rendered it using Arnold and did some post-production on Nuke and Photoshop.

I think I managed to have a good topology and consistent polygon-flow. I still think I had trouble using good image references for some parts, which led to inaccuracies when interpreting the 2D Concept. I am overall happy with my final render.

Squirtle Squad

This project is a realistic interpretation of the Pokémon Squirtle.

It was my first fully completed creature project, and I had a lot of fun learning how to sculpt animal features, scales, and skin wrinkles. Doing this project made me realize I wanted to become a creature artist, and that is what I am currently working for.

I used Zbrush for the Sculpt and Polypaint, Maya for the Retopology and Scene Lighting, Substance 3D Painter for the Texturing, rendered my scene in Arnold, and did my post-production in Nuke. Every Aspect of the project was made by me.

I had a lot of fun creating custom alphas for scales, and sculpting organic details was a very pleasant discovery. I had trouble dealing with the character anatomy, but with the help and feedback of my teachers, I managed to get a decent result.

As a Pokémon fan, I am very happy with how I managed to make this project come to life !

Thank you for watching !


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