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Marc Teubers Entry for Rookies Award 2021
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Marc Teubers Entry for Rookies Award 2021

Marc Teuber
by marcteuber on 13 May 2021 for Rookie Awards 2021

In this entry, I want to present my 3 best works I created over the course of the last year. I'm still fairly new to the world of 3D and learnt a lot with each and every step of these projects. If you've enjoyed my work, you'll find more on my Instagram (https://www.instagram.com/marc.teuber.ddd/)

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Project 1: Chimpanzee

1: Sculpting: was done in Blender. This monkey is not based on a particular species, but closest to chimpanzees

2: Grooming: was done in Maya XGen. I used the fur tools and build-in brushes and modifiers to get the desired look.

3: Retopologizing: was done in Blender. The polybuild-tool is a great and effective way to produce a good edgeflow fast.

4: Texturing/Baking: was done in Substance Painter. I baked the high frequency details of my sculpt onto a normal map and created an albedo, roughness, scattering and height map additionally.

With this game-ready chimp model, I created a customizer in Unreal Engine 4. As shown in the following video, you have control over the facial features, the skin, eye and hair color, accessories, and various poses.

Project 2: Lada Niwa 1600

1: Wireframe: The car was modelled and detailed in Blender. The topology was kept as simple and game-ready as possible, while trying to keep the shapes of this soviet classic. Including its fully detailed engine, axis, suspension and even interior, the model has about 38 000 vertex.

2-4: Textures: All textures were created in Substance Painter. Again, a high-poly smoothed and sculpted model was used to bake high details and realistic edge wear.

This Lada was equipped with driving mechanics and physics, using the Unreal Engine 4 blueprints. I created a small driving scene and tried out AI crowd control. In the following video, you can see the result.

Project 3: self-portrait

To get to the final model of myself, a lot of tedious work was required. I started with a rough scan of my face (1), to establish the correct proportions and landmarks. I cleaned the sculpt up (2) and used it as base for a high-poly sculpt (3). After retopoing (4) , grooming, and baking of a normal map, the fifth picture is the finished result.

All textures were created in Substance Painter.


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