Click Here to view all the amazing entries to Rookie Awards 2024
Projects 2020 - 2024
Share  

Projects 2020 - 2024

Yanouk Verleysen
by YanoukVerleysen on 26 May 2024 for Rookie Awards 2024

As a 3D generalist, I love creating environments and characters, that tell a story and can take place anywhere, in any period of time, to be only limited by your own imagination. I'm in my last year of my bachelor at DAE, I took part in Framestore's Launchpad 2023 and currently have an internship at Cyborn.

9 261 2
Round of applause for our sponsors

Victorian Lace Blouse - Real-time Garment

For my graduation project I had to research a topic of my choosing. I mainly looked at the software I wanted to further explore and master; Marvelous Designer and Unreal Engine's render capabilities. Next to being a digital artist I love to make my own clothes, so I was very curious to apply my real-life knowledge to a digital garment and learn how to work with Marvelous Designer. The goal was to make a Victorian lace blouse real-time ready and as realistic as possible. An extra challenge was to work with a fabric that has a transparent property. I created a custom material set-up in UE, using a combination of my own textures and some from the VMOD library. The bust I sculpted in Zbrush and textured in Substance Painter.

A Fairytale in Ruin

Unreal Engine 5 environment piece, where the main focus was on composition, lighting and foliage. Most assets used, are from Quixel Bridge and Epic Games MarketPlace, except for the statue, which I sculpted in Zbrush and is based on a concept from Siana Park ("Under the Oak Tree"). Recently, I made a night version of this scene, it was nice to come back to this project and improve on the lighting.

Melodies and Memories - Vintage ArchViz

An interior scene, where I focused on creating realistic baked lighting with Unreal Engine 5 GPU Lightmass. Assets used, are from Quixel Bridge, Epic Games Marketplace and Sketchfab. The floor material I made myself in Substance Designer.

Plunderer's Paradise - Pirates Bay 

An Unreal Engine 5 environment piece, I really wanted to do a pirate themed concept and after finding a ship model, I was really excited to start this project. The most difficult part was figuring out how to do the water, I used the water system plugin from UE5 and tweaked it to be more realistic, with the help of tutorials. I also took optimization and drawcounts into account, to make sure the whole 180 degrees scene, would run smoothly. The scene is lit with Lumen and only uses a couple of reusable world aligned materials and shaders. I made the modular assets for the city in the back myself, most other assets are from Bridge, Marketplace or Sketchfab. The skeletons are rigged and animated with Mixamo. It is based on the stunning concept from Eliz Roxs "Pirates Bay".

The Silkworm Archive - Character Bust

This character is based on a beautiful concept from Taras Susak (“The Silkworm Archive”).

Sculpted in Zbrush, textured in Substance Painter, topology done in Autodesk Maya. Rendered in Marmoset Toolbag and Post Production done in Photoshop. 

Yosemite - Procedural Environment

This procedural environment is made, to look like it is a part of the national park, Yosemite. In a procedural course I learned how to make the different tools and shaders, that combined can be used to quickly make an Unreal landscape with vegetation. The tools were all made in Houdini and then used in Unreal Engine 5. The terrain is generated in Houdini using Height Fields and the erosion node. The project also uses Virtual Texturing to optimize landscape rendering.

Fantasy Staircase - Procedural Asset

A procedural staircase tool for Unreal Engine, made in Houdini. The tool is fully procedurally modelled and unwrapped. It's based on a curve input, that you can control together with some other details and the UV layout. The textures used, are trim textures, made with Substance Designer and are also adjustable. As for the style, I went for fantasy, inspired by the Lord of the Rings elven city, Rivendell.

Hard Surface Assets

Hard surface assets following the PBR pipeline. Textured in Substance Painter, modelled in Autodesk Maya and Zbrush. Shots are made in Unreal Engine.

ONEIDA EAGLE PHOENIX Compound Bow - Agfamatic 126 Camera - Box Cutter

Meelee Gurl

This character is based on a concept from Khoa Viet ("Meelee Gurl"). I had a really fun time working on this character and learned a lot about the whole character creation pipeline.

Sculpted in Zbrush, textured in Substance Painter and topology done in Autodesk Maya. I also used a Mixamo rig to pose the character and animate it in Autodesk Maya. It was amazing to see the character come alive!

The Magic Healer - Hero Props

The belongings of a friendly wizard, that helps out injured animals on his way to a great adventure. It's based on my own concept and with this project I learned to sculpt in Zbrush.

The Greek Astronomer

The environment of a Greek astronomer, who fell in love with the mysteries of the universe and is determined to discover all the secrets that lie in the sky, from his cosy Greek house.

Modelled in Autodesk Maya, textured in Photoshop and shots taken in Unreal Engine.

The Dragonfly Queen - Akitsu

For a stylized course, I designed a character, a prop and an environment, that had to be linked to one of the 7 virtues or sins. I created Akitsu, a dragonfly queen, that greedily defends her fountain of youth in a world inspired by Art Nouveau. It was an amazing experience to make my own character concept come alive in 3D, as it was also the first time that I rigged and animated a character fully by myself.

Sculpted in Zbrush, textured in Substance Painter, topology, rig and animation done in Autodesk Maya. Rendered in Unreal Engine 5 and post production done in Photoshop.

Thank you for taking the time to look at my entry!

Here is the link to my Artstation ,  LinkedIn and my demo reel.


Comments (2)