Rookie Awards 2024 - Open for Entries!
The Carpenter of the Sea/Deserted Laundry
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The Carpenter of the Sea/Deserted Laundry

Nicolás Lomelín Lares
by NicolasLomelin on 29 Mar 2024 for Rookie Awards 2024

Main projects (3D Real-Time Environments) developed at Think Tank Training Centre (online). Project A: The Carpenter of the Sea. Project B: Deserted Laundry. I had the privilege of being guided by amazing mentors from MachineGames and Remedy Entertainment. Thanks to The Rookies for this kind of opportunity!

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The Carpenter of the Sea

Duties: Modeling, Uv's, Baking, Texturing, Materials Creation, LookDev, Lighting, Rendering, and Post Production. Concepts by Andrzej Dybowski. Challenge: Create a 3D real-time environment based on 3 concepts. Special thanks to Dan Mihaila and Oana Galan (Mentors). Developed at Think Tank Online. Hope you like it!

Cinematic Video

Final Shot 1

Final Shot 2

Final Shot 3

Final Shot 4

Final Shot 5

Final Shot 6

Final Shot 7

Final Shot 8

Final Shot 9

Final Shot 10

Final Shot 11

Final Shot 12

Final Shot 13

Final Shot 14

Final Shot 15

Final Shot 16

Architecture Kit

Props Kit

Trim Sheets

Shot 1, 2, 3, and 4 Breakdowns

Shot 5, 6, 7, and 8 Breakdowns

Shot 9, 10, 11, and 12 Breakdowns

Shot 13, 14, 15, and 16 Breakdowns

Props: Harpoon Gun A + Wire

Props: Harpoon Gun B + Wire

Props: Rambo Knife + Wire

Props: Electro-Voice Microphone + Wire

Props: Hammarlund Radio A + Wire

Props: Hammarlund Radio B

Props: Manual Drill A + Wire

Props: Manual Drill B + Wire

Props: Coleman Lamp + Wire

Props: Electric Motor A + Wire

Props: Electric Motor B + Wire

Props: Dreamcatcher + Wire

Props: Industrial Tripod + Wire

Props: Swivel Base Bench Vise A + Wire

Props: Swivel Base Bench Vise B + Wire

Props: Desk Lamp + Wire

Props: Industrial Chair + Wire

Props: Carpenter's Table + Wire

Props: Desk + Wire

Props: Sofa A/B

Materials: Ceiling

Materials: Floor

Materials: Pipes A

Materials: Pipes B

Materials: Plastic

Materials: Ship

Materials: Wall A

Materials: Wall B

Materials: Dirt and Rust

Concepts: Main, 3D Quality Goal, and Support A/B

Tools and Special Thanks

I had the privilege of being the pupil of not just two amazing 3D artists, but two awesome human beings for this Mentorship project, Dan Mihaila and Oana Galan. This was a road full of awesome learning, mistakes, improvement, ups and downs, challenges, knowledge, and the will to become better than yesterday through accurate guidance, feedback, discipline, and strong motivation.

The project is a mix of some of the concepts from the great artist Andrzej Dybowski that he developed for the Metro Exodus franchise, we (me, and Dan) took the main ideas from those concepts, had a strong research phase about the aesthetic, brands, and elements from the '60s, and '70s, the way the old/damaged materials behave, the accurate real-world measures for each element, a proper planning of the modularity, addons library, repetitive elements, unique elements, tileable textures, trim sheets, and then started creating the environment.

Everything was created from scratch (blocking, high polys, sculpting, low polys, uv's, bakes, engine integration, lighting, master materials, vertex painting, and materials instances) except for the decals, glass/water elements inside Unreal, and the texturing creation stage. The decals were taken from the Quixel Megascans library and then modified, the glass/water elements were created with the help of the Advanced Glass Material Pack and the Water Materials Pack from the Epic Store, and the textures were the "Frankenstein" stage because all of the textures were a mix/combination from maps of the Quixel Mixer library, tools, alphas, and masks from the great material artist Javad Rajabzade, materials, alphas, and masks created by me, modified layers of the default master materials from Substance Painter, photos converted into proper maps with the help of Substance Sampler, and handmade details created with brushes and gradients.

Deserted Laundry

Duties: Modeling, Uv's, Baking, Texturing, Materials Creation, LookDev, Lighting, Rendering, and Post Production. Concept/Photography by Lori Nix. Challenge: Recreate a 3D real-time environment based on one photo. Special thanks to Sergei Panin (Mentor). Developed at Think Tank Online. Hope you enjoy it!

Final Shot 1

Final Shot 2

Final Shot 3

Final Shot 4

Final Shot 5

Final Shot 6

Final Shot 7

Architecture Kit

Props Kit

Wood Material

Metal Material

Floor Material

Ceiling Material

Plaster Material

Dirt Material

Dirty Moisture Material

Washing Machine Cabinet Material

Cement Material

Shot 1 Breakdown (Detail Light, Base Color, Roughness, Metallic)

Shot 2 Breakdown (Detail Light, Base Color, Roughness, Metallic)

Shot 3 Breakdown (Detail Light, Base Color, Roughness, Metallic)

Shot 4 Breakdown (Detail Light, Base Color, Roughness, Metallic)

Shot 5 Breakdown (Detail Light, Base Color, Roughness, Metallic)

Shot 6 Breakdown (Detail Light, Base Color, Roughness, Metallic)

Shot 7 Breakdown (Detail Light, Base Color, Roughness, Metallic)

Black and White (Final Shot 1)

Concept/Photography

Tools: Unreal Engine, Maya, Marmoset, Zbrush, RizomUV, Photoshop, Substance Painter, and Substance Designer.

This project was a considerable amount of work for a short time deadline, but in the end, these challenges made us better artists in terms of problem-solving and keeping in mind focusing on the areas that matter for short-term projects.

The big challenge of this project was to follow a photo reference (I found a cool one of a digital photographer via Pinterest), and apply all the techniques, tools, and knowledge acquired by my mentor Sergei Panin: Creating props from high poly to low poly and baking them, thinking about modularity for the environment architecture, creating materials and using vertex painting techniques on them to avoid repetition, creating decals to help us in the storytelling of the piece, making Look-Dev inside Real-Time rendering tools, and of course, making a proper integration inside the Game Engine.

Thanks to Sergei for all the patience, knowledge, and support he gave us.


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