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My Portfolio

Isaac Olander
by isaacolander on 1 Jun 2020 for Rookie Awards 2020

Hi and welcome to my portfolio. I enjoy making characters, creatures and props.

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Singaporean Dragon

The dragon is one of the most illustrated concepts in the world. You can step foot in nearly any continent and find depictions of dragons dating hundreds of years back. Nowadays we see dragons on Tv nearly every day. The traditional dragon design can sometimes be too familiar.

As a modern artist with a strong affinity to geek culture, I felt that it would be a great challenge to try to create a unique reinterpretation of this imaginary creature which has already been depicted in many ways by so many talented artists. In my work process I put a lot of effort into developing a concept that could stand out as unique.,I attempted to do so by mixing a traditional dragon depiction with my favorite genre, scifi horror.

Dragons are often associated with magic, it’s one of their stronger characteristics. So what if dragons were based on the opposite of magic. Science. I imagined a world where humans had developed a technique for splicing DNA from various animals to create genetically modified creatures called dragons. As such, I approached the design with that in mind, I took inspiration from the animals I thought had features which probably inspired the development of the historical dragons concepts, and tried to depict them more realistically.

I sculpted the larger scales and transitions between scale type by hand. I used alphas for the very small scales such as those seen on the chin. I also used alphas for folds and cracks in the skin. I made a rig for posing and a material in substance designer.

Beetle Armour

Butterfly Headset

I've made a series of organic hard surface models inspired by various insects. The goal of this project was to create concept art through sculpting, rather than traditional sketching. I aimed for a mashup between the Doom franchise and The Terminator movies. Sculpted inZbrush. Rendered in Keyshot.

Venom Fanart

I set out to create a high fidelity portrait of my favorite Marvel character, Venom. I started by collecting references of the character. I took inspiration from the 90s cartoons I watched as a kid, “Spiderman the animated series”, as well as comic books and the newly released movie (Venom 2019). I decided to reference humans instead of animals when making the skin details because the human aspect of the character is important even when he dons the suit, so I thought  the details should reflect that. I used human scan data from texturing XYZ to detail the skin. When I felt satisfied with the sculpt, I UV mapped it, poly painted it roughly, sent it to substance painter for more detailed painting and then rendered it in Keyshot.

Demon Priestess

For this project I wanted to avoid portraying the typical angry demon. Instead I wanted to portray this character as sad, vulnerable and alive. By nature a demon is a creature of evil. Yet I imagine that this character, like any other sentient being, will have a spectrum of emotional states that we can observe and empathize with.

I sketched some rough concepts in Photoshop before deciding on the concept. I choose his particular one because the horns appear as a crown structure, so as to hint to her importance.

I think it’s important to reference the real world in order for imaginary characters to feel more grounded in reality. So when I wanted the characters features to point to her ancient mysterious background. I chose to add facial tattoos, which were inspired by traditional tattoos adorned by Algerian women. These tattoos have been around for so long that currently no one knows their true meaning.

I also decided to give the character a Torc necklace, as it is one of the most ancient forms of jewelry and as such reflects the characters ancient nature, furthermore, a Torc necklace was historically used to denote high social class. Important detail considering that she’s a priestess.

I used textures from XYZ andpainted in Substance painter.

The Exalted Gladiator

Some movie production pipelines might move towards Unreal engine in the future. I was inspired by how well the engine held up to produce high quality shots as seen in The Mandalorian. My aim was to test the possibilities of using unreal as a render engine. My particular goal here was to create a real time render of a still life scene, in the style of a Renaissance painting.

I created all assets as low poly in Maya. As well as using N-cloth for the table cloth. I exported the necessary assets to Zbrush and sculpted finer detail. As seen on the helmet, sword, table legs and vase. After that I used a substance painter to bake height maps from the Zbrush props on to the low poly props from Maya.

My particular challenge was to make all these pieces, of various sizes and significance, fit together in a coherent way. I attempted to do so with the colors I choose for texturing. I lined them up in a way that’s easy for the eye to follow. Another challenge was to get the lightning to feel right. This included creating translucency masks for the shell, marble table and flowers, as well as adding extra after effects in the engine.


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