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Hardsurface / Weapon Artist Collection - The Rookies 2024
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Hardsurface / Weapon Artist Collection - The Rookies 2024

Charlélie Le Mao
by Charloow on 7 May 2024 for Rookie Awards 2024

Hello, I'm Charlélie ! I'm a 3D Hardsurface Artist and here is some of my hardsurface and weapon modeling collection for the Rookies 2024 entry.

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Cyberpunk 2077 Fan Art - Yaiba Kusanagi CT-3X Motorcycle

For this project I wanted to expand my skills and practice other forms of hardsurface, so I decided to make a vehicle to learn new skills. As it was my first time making a vehicle, the Yaiba was quite difficult to make. However, I'm proud of the result and it encourages me to make vehicles again.

I made the low-poly, the high-poly and UVs with Blender, baked it with Marmoset ToolBag, textured it with Substance Painter and finally rendered it Marmoset Toolbag.

All the stickers on the bike were made in Photoshop, I imported them as an alpha into Substance Painter and painted them all over the Yaiba. Later I scratched and painted dust over them to make them more realistic and alive.

I decided to split it up into 4 texture sets so that I could keep a good texel ratio and have a detailed texture for all of the mesh.


This project has been a great opportunity for me to learn new skills and new ways of modeling. It was a lot of ups and downs, I almost gave up a few times, but I didn't and I'm really glad it turned out the way it did. It taught me to persevere and to push myself out of my comfort zone to learn more and grow as an artist.

Cyberpunk 2077 Fan Art - Thermal Katana

While I was waiting for the next DLC of Cyberpunk 2077, I decided to make a thermal katana that we can see in the different trailers in the meantime. It was my first time rendering a weapon with Unreal Engine 5. I did it to try out Lumen and to see how it was able to render emmissive and lighting.

I made the low-poly, the high-poly and UVs with Blender, baked it with Marmoset ToolBag, textured it with Substance Painter and finaly rendered it with Unreal Engine 5.

This project was easier than most of my previous work when it comes to 3D modeling, but it allowed me to discover and learn the rendering system of Unreal Engine 5. It was quite difficult at first, I had a lot of trouble understanding how camera post-processing and lighting worked, but I'm glad I did it. I was able to learn how the engine works and opened up new possibilities in my 3D pipeline.

Decidit - Game prototype

Decidit is a fast-paced FPS roguelike game inspired by Dante's hell, playable on PC. The player will go through all the circles of hell, defeating Satan's minions and finally killing Satan himself. He will be able to choose between two spell slots on the run, and will decide whether to place them on his weapon or his arm. Once he has both, he will be able to use ''synergies'', a powerful fusion of both spells used at the same time. It was made as our final student project of the year.

All Decidit weapons were textured by Mathéo Duperoir.

                                        ( https://www.therookies.co/u/MatDuperoir )

The ''Sizain Mk.1''

The ''Sizain Mk.1'' has been designed to be the base mesh for all upgraded weapons for optimization of the 3D process and to be more productive.

After many iterations and concepts, I finally came up with this render. It was my first time doing my entire 3D pipeline with Blender.

I did the low-poly, high-poly and UVs using Blender and rendered it with Marmoset Toolbag.  The concepts and iterations were made with Photoshop.

The '' Sizain D'Aragon ''

It was designed around the idea of a volcano crater with smoke coming out of it. This weapon fires 3 rounds at once, so I designed it with 3 muzzles.

I sculpted it with Zbrush then did the retopology and UVs with Blender. Rendered it with Marmoset ToolBag.

The '' Sizain d'Eylau ''

It was designed to be massive, so I added a ribcage to its barrel. I also wanted to make it more violent, so I added a razor-sharp jaw. This weapon can shoot either as an SMG or as a huge loaded shot.

I sculpted it with Zbrush then did the retopology and UV's with Blender. Rendered it with Marmoset ToolBag.

The '' Sizain Malade ''

It was designed to look putrid and pestiferous, emphasizing its visceral side and greenish, gastric hue that suggests disease. This weapon shoots projectiles that explode like a grenade launcher.

I sculpted it with Zbrush then did the retopology and UV's with Blender. Rendered it with Marmoset ToolBag.

Animations From DECIDIT

Here are all our weapon animations for Decidit. They were made using Maya and imported into Unity.

Back then, Decidit was the most ambitious and challenging project I've ever done. It stretched my skills and pushed myself out of my comfort zone. It was the first project I did almost entirely in Blender, which is now the software I use most in my workflow. It was also the project that confirmed my will to become a 3D Hardsurface Artist / Weapon Artist. Furthermore, this project was a team project to create a video game. It allowed me to experience teamwork as a small team of developers. This project taught me a lot as an artist and as a person.

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I hope you enjoyed my work and thank you for taking the time to read my submission !


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