The Carpenter of the Sea/Deserted Laundry
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!
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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