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Jak Pagan - CG Generalist

Jak Pagan - CG Generalist

by jakpagan on 1 Jun 2020 for Rookie Awards 2020

Currently a student at the Gnomon School of Visual Effects.

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Jazz Prototype

Based of a concept art by Kung Jazz.

With Kung’s photobashed concept, I revolved around the idea of having different parts assembled to create a prototype like robot.

There were a lot of complexities in the shapes and forms from the concept which made it difficult modeling inside of Maya. Both Substance Painter and Mari were used in the process of texturing. AO and curvature maps were generated in Substance which were then used in Mari to create the details in the texture. Adding in dynamic elements, I animated a fan like geometry to cast spinning shadows onto the model. Smoke and spark effect footages were comped on top using Nuke.

Software: Maya, Substance Painter, Mari, Redshift, Nuke, After Effects


Learning procedural texturing and shading techniques using Substance Designer and Houdini.

Inspired by metal abstract sculptures. I'm exploring different methods to efficiently present shaders onto abstract models.

Software: Houdini, Redshift, Nuke, After Effects

Original concept by Helmut Dohle.

Project used as a study for shading and grooming a character.

A work in progress piece that I’ve started at Gnomon. I started by gathering various references of senior men and different styles of facial hair. For the face I started a likeness study of Mark Rylance and used that as a base for the model. Texturesxyz displacement maps were used to project displacements onto the model using Mari. To get quality sub surface scattering I decided to use V-ray. Grooming for the first time using Xgen was not easy, and is a new skill I’d like to continue developing.

Software: Maya, Zbrush, Mari, Substance Painter, Xgen, V-ray, Nuke, Photoshop

Project created to study and create creature designs.

This piece was inspired by the designs of animal skulls and from the recent creature that starred in A Quiet Place, Stranger Things, and Aliens. The creature was modeled and textured inside of Zbrush. I then used Keyshot to shade and light the piece before finally bringing it into Photoshop for the final composite.

Software: Maya, Zbrush, Keyshot, Photoshop

Sony TC-D5 Pro II

A study to recreate a photoreal asset suited for realtime engine. The biggest challenges were to keep the details at a fair resolution while maintaining a max polycount limit of 2k tris.

Software: Maya, Photoshop, Substance Painter, Marmoset Toolbag

High Temple WIP

Real-time environment running in unreal engine. Project aimed to understand real-time workflow and utilize and optimize photoscanned assets.

Software: Unreal, Maya, Zbrush, Substance Painter, Agisoft Metashape

The Grand Catch

Exploring tools inside of Houdini to create procedural assets and environments. Creature and Character created inside of Maya and Zbrush.

Software: Houdini, Maya, Redshift, Substance Painter, Nuke, After Effects

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