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Stefanie De Thaey - Environments, game assets and character sculpts
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Stefanie De Thaey - Environments, game assets and character sculpts

by stefaniedethaey on 1 Jun 2020 for Rookie Awards 2020

Here are some of the projects I made during my studies at Digital Arts and Entertainment. I still have much to learn. Feedback is appreciated! First I will show some environments, then I will show a few game assets and after that some high poly character sculpts. Thanks for watching this page and I hope you enjoy it!

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Environments

- PROJECT EØS

Complete level build for Unreal Tournement. Project EØS is made using modular workflow as the goal was to create a large 3D environment using smaller modular parts to form a whole. The first step of the project was blocking out the level with bsp volumes in Unreal Engine 4. Then over time more and more assets and trim textures were added.

Project EØS - Captured footage

Breakdown - modular pieces

- Graphic Novel Style: GAMORA

The goal of this project was to choose a comic and translate the style of it into a 3D environment. I have chosen the comic Gamora and made an environment in UE4 paying attention to the graphic style, shading, geometry and lighting of Gamora.

The most important part of this project was the research on how to translate the look of this 2D art into an 3D environment: how can I do this? Which shaders do I need?

I tried different ways of creating outline, hatching and cell shaders. The most difficult one was the hatching shader at which I wanted no hatching for the most exposed areas, parallel hatching as transition between exposed and shaded areas or cross hatching for the darkest, most shady parts.

The result for this project is the warehouse environment including the spaceship where you can see the shaders, materials, post-processing, VFX effects and blueprints (for the ticking clock) all together. Everything has been made by me.

Graphic Novel Style: GAMORA - UE4 Scene

Reference: page from the comic Gamora on which I have based myself to create the scene

Close up on how the shaders devolve in each other

- RUINS

The goal of this project was to build a scene in Unreal Engine 4 around a single camera standpoint. The focus was on lighting and composition in the main shot.

In this project it was the first time I used Substance Designer and Substance Painter. In Substance Designer I made one material from scratch.

The props were modeled in 3ds Max, the rocks were made with ZBrush. On the rocks I used Substance Painter. All assets were made by me, except for the palm tree, the grass and the ferns.

Main shot

Substance Designer Material

Game assets

- The Captain's Compass

Small personal project I made during my free time after my internship at Cyborn. I learned there to work with Substance Painter and wanted to try and learn more about the software. I searched for an object with material variation an ended up with Captain Jack Sparrow's compass. I modeled the compass in 3ds Max and textured, baked and rendered it in Substance Painter.

The compass is game ready and has 2070 polygons or 4086 tris.

Texture maps

- Smith & Wesson Revolver

Smith & Wesson Model 586 .357 Mag

I wanted to make a highly detailed PBR asset. I chose this revolver for it's interesting shape and tried to make it even more interesting by adding some elements that can tell a little story behind the gun. In this way I also could try out a mix of different materials.

Modelled in 3ds Max and textured in Photoshop. All shots are real time made in Unreal Engine and edited in Photoshop.

High poly character sculpts

- Edward James Kenway

Assassin's Creed IV: Black Flag fan art I made. For this project I made a high poly sculpt of Edward James Kenway.

This is my first full character sculpted in 3D. The character is created and rendered inside ZBrush.

Hidden blade detail

- Portrait

Project I did a while ago. This was my very first project I made with ZBrush. This was an assignment for my Character Creation course, the output for this assignment had to be a finished and polished sculpt of a realistic portrait. The portrait was based on references of Philippe Dumas.

The sculpt is created and rendered inside ZBrush.


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