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3D Game Graphics and Tools
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3D Game Graphics and Tools

by gaethanbracke on 31 May 2019 for Rookie Awards 2019

Some of the work I've done over the past few years as a student at DAE. Every project was a big learning experience for me and it's very exciting to see how far I've come already. After having had a taste of both programming and art I've steadily been experimenting with personal tech art projects I hope to show soon.

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Lee Enfield rifle

Used a low/high-poly workflow where I modeled in Max and used Zbrush for some of the high poly elements.
All baking and texturing was done in Substance Painter to bring this gun alive. Rendered in UE4.

Archviz scene in UE4

All modeling done in 3DS Max. Used Substance Designer to create the ground tiles.

Shaman Sanctuary

For my first big Zbrush project I first gathered some cool concept art references. After I made a photobash I created a base mesh in 3DS Max and built from there in Zbrush. 

After sculpting I polypainted everything to give it some more life.

Rendering passes

To create the final render I made a lot of render passes with lights from different directions to create different rim lights and shadows. I then used Photoshop to composite all of these images together into one final render. 

By putting shadow layers on blend mode multiply, rim light layers on screen and playing with the opacity and levels I could get more interesting results than one normal render would have given.

Followthrough automation script

Inspired by Richard Lico's GDC talk and the Animation Exchange workshop I wrote a script for Maya in python to simulate followthrough.
All simulations can be baked to separate animation layers so it's a non-destructive workflow.

Procedural river flow

This is a shader that uses distance fields in UE4 to procedurally distort textures so that obstacles intersecting the water will actually affect the river flow. 
With a lot of customisation options it can be used for both stylised and more realistic water.

Inspirations

Rime's GDC talk was a big inspiration for some of the techniques I used.
Ryan Brucks also made a lot of helpful posts on the Unreal Engine forums which added some neat features.
I'd also like to give Daan Eimers a special shout-out for helping me get the flowmaps working. 

Still a WIP since I plan on getting back to it.


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