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Skyrim Fanart & NDS — Reel 2024
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Skyrim Fanart & NDS — Reel 2024

Laura Suonpera Lozano
by DevLuuna on 28 May 2024 for Rookie Awards 2024

Welcome to my Rookie Awards 2024 entry! Here are some projects I created in my spare time using the knowledge I gained from my surfacing artist internship and first months working as a Jr. surfacing artist in the animation industry.

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First of all, thank you for checking out my entry!

On a professional level, I'm focused on being a texturing and lookdev artist... but in my personal projects, I also want to test my modeling, lighting and vfx skills! so I try to do all the pipeline by myself. Hope you enjoy it ✧˖°

— ALCHEMY TABLE, SKYRIM FANART —

So... here's the first project! I recreated Skyrim's iconic Alchemy Table. I wanted to approach it as if it was a 3D animation film prop instead of a videogame prop, that's why I took the in-game one as reference but added a bunch of details from the official concept art and lots of alchemy ingredients on its top.

The rocks that are around the table were created procedurally with Houdini using noises as displacement maps. I created the tree with Speedtree Cinema and the rest of the assets were modeled with Maya! Most of the details are on the textures, which I created using Substance Painter and Arnold shaders inside of maya.

I wanted the potions to flow through the recipients as if the table was being used, that's why I created a FLIP simulation inside of Houdini to replicate this effect and later, imported it into Maya!

I created the smoke that flows at the bottom of the table using Houdini too, my goal was to emulate the Skyrim's loading screen.

— DRAGONBORN BOOK, SKYRIM FANART —

For the next part of my Skyrim fanart, I wanted to test my surfacing artist skills! That's why I modeled and textured a highly-detailed Skyrim book.

I used this amazing craft as reference: 
https://www.etsy.com/listing/233564738/skyrim-leather-journal-8-x-10-inches

Giving it all the detail it needed was so much fun! I created lots of custom alphas and smart materials to paint both manually and procedurally the little details it has. The book's geometry is quite simple, and I did not want to use displacement maps... so I applied all the details I painted in Substance Painter in the normal map.

— GLASS DAGGER, SKYRIM FANART —

I think one of the most difficult parts of shading, is creating believable glass materials. That's why I decided to challenge myself and model/texture one of Skyrim's most beautiful weapons: the glass dagger!

I wanted it to have a magical vibe, that's why I worked with gradients in the transmission channel. The intention was to make it look like more light entered the top of the dagger while the bottom held some dark spell inside.

... And this is how the ambient occlusion looks!

— ALCHEMY LAB INGREDIENTS —

Here are some assets I modeled to dress the Alchemy table. They are not as detailed as the dagger or the book, but I reimagined the in-game ones (they are so low-poly) and modeled them in a more 3D animation-way.

✧ NINTENDO DS — Animal Crossing & Kirby ✧

This is my Nintendo DS project! It was a hard surface and texturing challenge to practice and enhance my skills :) Creating the animated textures was also lots of fun.

Animal Crossing was my favorite videogame when I was a kid and that inspired this artwork :) It's a tribute to the fun times I spent at my village, Tirta.

For this NDS I chose Animal Crossing: Wild World as its aesthetic. It's also the console I owned as a kid, I even tried to replicate the stickers I decorated it with!

Everything was modeled in Maya! The textures were created using substance painter and photoshop. For the animated texture, I used real videogame footage (downloaded the videogame and recorded the screen) and then, adjusted it in Maya.

Here's how the Ambient Occlusion looks!

But this is not the only NDS!! 
For the next one I chose Kirby as its aesthetic because It was one of the games I enjoyed the most. That's why the console is pink and has a pastel vibe.

SIDE NOTE: "Pastel" in spanish (my native language) means cake, and in this game Kirby fights against mice because they stole his cake. I found it funny.

Everything was modeled in Maya! The textures were created using substance painter and photoshop. For the animated texture, I used real videogame footage (downloaded the videogame and recorded the screen) and then, adjusted it in Maya.

Here's how the Ambient Occlusion looks:

I'm so happy with this project... hope you like it. (ノ^o^)ノ♡

— PROCEDURAL RAILROADS —

And the last project I'm submitting is a procedural modeling one! As a technical artist I really like to explore the "technical" part of it, so I created procedural railroads using Houdini. I feel like procedural modeling is a skill that's slowly entering the animation industry and can save lots of production time :)

That's how the final render looks! and here's how they work:

And... Here's my demo reel if you want to check out some of my older projects, including some environments from 2023 :)

Thank you for reading my entry! 


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