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Props for realtime cinematics
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Props for realtime cinematics

João Desager
by JoaoDesager on 8 Mar 2021 for Rookie Awards 2021

Hey! I'm João, a second year student at Howest - Digital Arts and Entertainment. This is a collection of what I've been working on over the past 6 months.

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Rodec mixing console

A personal project based on the Rodec Mixetta KM-66 to further push my skills in realtime graphics. Geared towards in engine cinematics, it uses multiple texture sets, uniquely textured UVs and dense yet optimized geometry to achieve maximum quality.
Even in extreme closeups, the silhouette and resolution hold up.

With this project I finally decided to jump into more complex shaders. Anistropy was used on many of the metal surfaces, as well as setting up an automated way to export the relevant direction and strength maps from Painter. 
The hardest part by far was getting the clear plastic parts to look correct and connected to the rest of the model.
In the end I combined some common glass rendering tricks with UE4's raytracing features to get an accurate (but very expensive) result.

Rendered in UE4 with RTX.

A large amount of time in the project was devoted to texturing.
Custom wear alphas, stickers and decals were authored specifically for this project, as well as a custom channel export from SP to drive the anistropy in UE4.


process - texturing, materials and rendering

Low/Mid poly in Blender.
High poly in Zbrush.
Baked and textured in Substance Painter.

breakdown - texture sets and highpoly

Pipecutter

A copper pipecutter created as a college assignment and my first foray into PBR texturing.
Extra attention and care was given to creating a believable backdrop and lighting, to get a lifelike final image.

Rendered in UE4 with RTX.

process - high/low poly and bake

High/Low poly done in Blender.
Baked and textured in Substance Painter.

Sony camcorder

College assignment based on the Sony Handycam CCD-F335e Camcorder.
First time using the boolean/zbrush workflow. 

Rendered in UE4 with RTX.

Modelled/textured in many seperate parts to make animation possible.

process - rendering and texturing

process - Low, Mid and High poly

Low/Mid poly in Blender.
High poly in Zbrush.
Baked and textured in Substance Painter.

MKF 047

College exam assignment. Based on a concept by Longque Chen. There's always a certain degree of imagination required when translating a 2D concept to 3D. It was a fun challenge trying to make sense of some of the forms and give function to each element.

Rendered in UE4 with RTX.

process - modelling, texturing and rendering

Low/Mid poly in Blender.
Highpoly in Zbrush.
Baked and textured in Substance Painter.

That's all from the last 6 months! Thank you very much for reading through my entry.


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