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3D CHARACTER GENERALIST DEMO REEL | ALVARO FERRANDIZ
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3D CHARACTER GENERALIST DEMO REEL | ALVARO FERRANDIZ

Alvaro Ferrandiz
by alvarofb on 20 May 2024 for Rookie Awards 2024

Here it is my entry for this year the rookies awards. Here I share with you my new demo reel of my 3D artworks and a breakdown of my 3 latest projects. My name is Álvaro Ferrandiz and I'm a 3D Character Artist and Generalist

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3D CHARACTER GENERALIST DEMO REEL 2024 | ÁLVARO FERRÁNDIZ

Hello Therookies! This is my entry for this year therookies awards. Here I will show you my demo reel with all the projects I have been working this entire year and I will show you some breakdowns of my 3 latest projects.

It has been a long year since I graduated from Lightbox Academy, but I kept working and learning new things by myself while I have been developing my portfolio and searching for a job.

I hope you enjoy it! ^^

Lucy | Cyberpunk Edgerunners

This was the first project I published this year. It is a portrait of Lucy from Cyberpunk Edgerunners. In this one, I learned the workflow using XYZ projection, hair creation with Fibermesh and GS curve tools, and a little more of cloth simulation.

Sculpting and modeling

I sculpted the body and the main clothes except the jacket in ZBrush. The jacket was simulated in Marvelous Designer and then given detail in ZBrush for texture baking.

XYZ Projections

This was the first time I used XYZ Projections in Wrap to create the skin details and a base color for the texturing

Texturing

I did the texture work in Substance 3D Painter. The harder piece was the jacket because I wanted to give it a chromatic effect, but in the end, it all came out well.

Hair creation

I created the hair using GS Curve Tools for placing the hair cards and Fibershop to create the hair texture.

Final renders

Rustic Kitchen | Unreal Engine 5

This was a short project I did while i was working in other project. It was my space to experiment and have a little break of the organic modelling. Here I learned the workflow of a Environment and how to integrate it in Unreal Engine 5, also was my comeback to blender with this project.

References

At first, I explored numerous concepts and similar projects, filling my PureRef with references to clarify my vision. Opting for a rustic theme enabled me to experiment with diverse textures and lighting, fostering a vibrant atmosphere in the kitchen. My goal was to convey the sense of a bustling family life through subtle scene elements, infusing the kitchen with vitality.

Modeling and texturing

I began by modeling the room, ensuring proportions and measurements were accurate to maintain consistency across all props. Employing a blockout approach, I sculpted the basic shapes of each asset, refining them by section to optimise polycount and streamline the process.

With this done I imported everything into Substance 3D Painter and I kept working on the first props. Honestly, I enjoy the texturing process a lot, so I spent time exploring new options and playing with the materials.

Final renders

I fine-tuned all lighting parameters available in Unreal for Lumen, including global illumination, shadows, and reflections. At this juncture, I captured some renders using Lumen alongside the Path Tracing option.

I noticed that path tracing yielded better results in terms of shadows and metallic surfaces, offering a more realistic contrast of light. The glass shelves appeared more transparent with better reflections, though it darkened the cabinets. Table reflections were sharper and more detailed, and overall light interaction with the room improved, enhancing the floor and roof. However, I experienced a loss of control over illumination.

Lumen, on the other hand, preserved the scene's essence and provided volumetric lighting, eliminating the need for manually creating god rays. However, metallic surfaces appeared darker and less realistic, and table reflections were pixelated. Some prop shadows were either overly blurred or missing. Despite its drawbacks, I still preferred the Path Tracing method due to its superior surface realism, although it required more rendering time and lacked real-time capabilities.

The Lady | God of War

Here it is my last proyect!

This is a 3D Fanart of The Lady from Gof of War Ragnarok. I wanted for a while to model a creature and the design of this one caught my attention.

This project was challenging because it had so many details. In the first place, I didn't know exactly how to work on it. Also, the retopology was difficult because the body and all the fins are just one mesh since the character doesn't wear any clothes. However, I think the result is very accurate, and I'm happy with it (especially the texture work).

Modeling, retopology and texturing

I mainly use ZBrush in this project except for the retopology because the main thing here was the sculpt and the details of the mermaid

Texture work was difficult because the dermis and subdermis of the skin were very complex, and I had never done the texture work of a creature before, but it came out well.

Final renders

Conclusion

I enjoyed working a lot on my portfolio, and it's a really nice feeling to see how you keep progressing and getting better and better.. I hope this year keep learning and work harder because this last year has been tough but that couldn't stop me. Thank to all of the people who sees my art and support me, I wish I could publish more here but expect more for the next year.

You can keep cheking my work here

Thanks for reading!


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