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3D Generalist work for video games | Rookie Awards 2024
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3D Generalist work for video games | Rookie Awards 2024

My name is Loïs Mistrot—Dauzères and I am a 3D generalist from France. Recently graduated with a Game Art bachelor, I dedicate my time to create game ready props, environments and characters in various styles. The following work are personal projects I made in 2023 and 2024.

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Stylized Character | Dr. Canaan-Ruste


Deeply inspired by Lily景怡's work and artstyle, I chose to create my own 3D version of her character Dr. Canaan-Ruste.

This project was the opportunity for me to practice stylised sculpting and handpaint texturing. I chose to create a painterly style in the textures with visible brushstrokes and color variation.

I used Marvelous Designer to create the clothes then I sculpted the details in a more stylised way in ZBrush. I used Blender for the low-poly modeling and the textures were made in Substance Painter and Photoshop. I heavily used Painter's filters to speed up the paint process and create the brushstrokes.


I used Michal Patton's Cadet shader to add a subtle stylized effect to the shadows when rendering in Unreal Engine 5: https://www.artstation.com/artwork/aoLJQq

The character is from this beautiful concept by Lily景怡, you can find her work here: https://www.artstation.com/artwork/8bB4QE


Environment | The Abandoned Alien Temple


Since I graduated, I’d been thinking of creating a big personal project to really grasp what I could achieve in Unreal Engine and know what skills or part of my workflow I could improve on.

This project was the opportunity for me to use the skills I had previously learned such as foliage creation, modular kits, simple vfx and shaders. I created a scene in which I could focus on atmosphere and lighting using Unreal Engine 5.

To have some flexibility with the level art, I used optimisation techniques such as decals and vertex paint. I made modular kits for the pillars, stairs and other stone assets.

I like to model a blockout in Blender before sculpting in ZBrush. After that, I bake the textures in Marmoset Toolbag and do the texturing in Substance Painter.

To create the foliage I modeled and sculpted between 4 and 6 different leaves for each plant type then I created a low poly for those meshes. After that, I textured them in Substance 3D Painter and I assembled the low poly leaves in Blender to create different plant clusters.

Making the scene feel alive was also one of my goals and I figured out creating a wind shader was a quick and easy way to overcome this challenge.

I used the RotateAroundAxis node plugged in the World Position Offset channel to make the mesh slightly bend around its pivot point. I added vertex colour to each leaf of my clusters in Blender so each leaf moves at its own rhythm and at a different intensity.

The project started with a concept art I made using a 3D blockout of the room. I changed some parts but the mood and composition remain similar.


Realistic prop | 16th Century German Clock


This asset is a study of a german clock from the Renaissance period. I made it in order to practice hard surface modeling and realistic texturing.

I modeled a mid-poly version of the clock in Blender and used it as a blockout for sculpting the high poly. I created the engravings patterns in Photoshop and applied them on the high poly in Zbrush.

I made the low-poly by decreasing the geometry density of the mid poly version in Blender. The parts that are similar are modeled one time and are duplicated after the texturing to not waste time and UV space.

The renders were made in Unreal Engine 5.

Thank you for reading my submission to the Rookie Awards 2024.



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