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The Rookies 2021 Entry
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The Rookies 2021 Entry

Jakob Andkjær Poulsgærd
by JakobPoulsgaerd on 2 May 2021 for Rookie Awards 2021

I grew up with video games like many others, and I've always had the idea that I wanted to work with what had kept me company all these years. Now I have that opportunity as I'm interning at IOI, and it's a dream come true. Here's some of my personal work which I hope you enjoy!

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Futuristic Streamline Car

As a personal challenge I wanted to try and follow a piece of concept closely, making it as accurate as possible proportion wise. I did take some minor artistic liberties with the design and colors, but overall the shapes should match. The whole model is lowpoly and optimized with the exception of the textures which is a little high res and spread over a couple UDIMs for presentations sake. Since I rendered it in blender I made a fire ramp shader in the node editor, which also works realtime. I can always bake the different maps out if I ever wanted to get it into another engine. 

Modeled in blender and textured in Painter.

Concept

DISCLAMER!
This concept is not my own, but by the very talented Olga Orlova (https://www.artstation.com/sheer-madness)
I did not draw the image above!

Expedition

I wanted to get more comfortable working with trimsheets and tileables, and creating them myself. So to really test how much I would be able to do with a few uniquely created assets, I made this desert ruin environment. I had a lot of focus on the composition, and wanted the image to feel grand, but at the same time be doable with the limitations i set for myself.
To get most out of modularity and procedualism, I decided to make a few generators in designer for decals. This way I was able to reuse and get unique variations with a click of a button. I made a singe cliff side which I asigned a few blend shapes to, in order to get some variations without making more assets.
All assets and textures are made from scratch and by me.

Modeled in blender, highpoly in zbrush, textured in painter and rendered in blender.  

Using a depth map I made a little displacement animation in after effects

(I use a plane for the light rays coming out of the gate, with a stretched noise and a circular gradient for blending, all made in the node editor. For the distance fog I use two planes with an opacity of different strength to give a false sense of distance)

My original sketch that ended up having little to nothing to do with the final piece. It was however very useful for me to get certain shapes and emotions out on paper, so I knew what I liked and what I didn't like.

Sci-fi Crate

I had to learn 3DS Max for an internship at IOI, so I made this sci-fi crate. I also took the opportunity to rig and animate it, with a little diorama environment to compliment it. I ended up rendering it in blender using the realtime Eevee engine. The diorama assets are reused from previous projects I made.
The crate is lowpoly and game optimized.

The music for the video is a contribution by my awesome friend Casper Bering Kjæhr.

Realtime Revolver

Im not a huge gun geek, but I occasionally find them pretty neat-looking, so as a challenge I decided to try and make one. Its modeled in blender with lowpoly game optimized geometry, and rendered using eevee. Textures are made in designer and painter. 

Isometric Kings Hall

I enjoy stylized art a lot and making it just feels soothing. So I made this little project with the main focus to create a ton of mood. Fairly simple but fun to work on non the less.

Unreal Engine: Dunes

To get into unreal engine I gave it a go with a large scale environment. The foliage is the only thing I didn't make myself for this project, as I used megascans.

Terrain made in Gaea

Original concept sketch I made

Modular Building Kit

As a way for me to get further into trimsheets and modularity, I decided to make this project wit hthe goal to create a modular stylized building. I wanted to be able to push the shapes to make it more unique, but at the same time keep it modular - a huge challenge. I ended up making the roof the unique part, so I was able to change shape and size with simple splines. The same goes for the piping.


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