Adam Lauriol - CG Generalist Reel 2024
Hi! Here's my first entry for Rookies 2024 with my demoreel! Hope you'll like it, this year has enabled me to learn so much more techniques!
![](https://d3stdg5so273ei.cloudfront.net/adamlrl/2024-05-20/445543/1400xAUTO/covenant_cg-adamlrl.png)
For this project, I wanted to draw inspiration from the world of one of my favorite directors: Ridley Scott. So I took references from the film Alien Covenant, because I found the composition of the shots and their lighting very interesting.
![](https://d3stdg5so273ei.cloudfront.net/adamlrl/2024-05-20/415137/1400xAUTO/covenant_mood-adamlrl.png)
I started by creating procedural rocks and mountains. Using the VOP attribute in Houdini allowed me to enhanced the complexity of my rocks. Then, I added Speedtree trees by scattering them along the Y axis of my mountains.
I aimed to achieve a backlight effect to emphasize the scale of my environment, highlighting the silhouette of my mountain and give interesting shapes on my clouds (also created in Houdini). The little spaceship (modeled in Maya) also contribute to the scale's scene.
![](https://d3stdg5so273ei.cloudfront.net/adamlrl/2024-05-20/193661/1400xAUTO/Black%20Video-adamlrl.00_00_31_14.Still036.png)
The most challenging part on this project was the render of the CG face, in order to obtain details. So, I used human scan textures which I then projected on my CG model.
![](https://d3stdg5so273ei.cloudfront.net/adamlrl/2024-05-20/686700/1400xAUTO/blendshape_gallery-adamlrl.png)
Blendshape sculpting in order to create facial animations.
DMP using stock photos. The house was created in CG, and then painted over.
A project inspired by my cat! I was able to experiment grooming on Houdini. Sculpting of the head done inside ZBrush. All objects modeled on Maya and textured in Substance, then painted over and projected on Nuke using position pass.
For the last project, I wanted to push the lookdev as far as I could. For the sword stone, I used the volume VOP attribute to create detail inside it, using noise and converting the VDB into a polygon. The sword modeling was completely done in Maya, the hand on ZBrush. Texturing done in Substance Painter.
Thank you for watching, I hope you've enjoyed the projects as much as I've enjoyed making them! :)
https://www.artstation.com/adam-lauriol
https://www.linkedin.com/in/adam-lauriol/
https://www.instagram.com/adam_lrl/
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