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Final Year Work
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Final Year Work

Lancelot Larcher
by LancelotLarcher on 31 May 2024 for Rookie Awards 2024

Here is a collection of four projects I created during my final year of studying Game Art at Game Sup. Since september 2023, I made or finalized them. In each of my project I love to learn something new. I hope you enjoy my work.

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French Barn

In my free time, I wanted to improve my skills in creating realistic renderings and experimenting with the process, particularly in texturing. So, I decided to make a small, modular, abandoned barn from the DrĂ´me region of France in UE5, using mainly Maya and Substance Designer.

For nice transitions with the landscape, I use virtual textures. For this project, I'm using foliage and various secondary assets sourced from Megascan. The far landscape is done by exporting real-world data of the actual location from Google Maps (extracted via RenderDoc).

Rotar

Reproduction of the RG-48-N from Rotar, an excavator grab made for sorting and demolition.  I have done this project in my free time. It's a game-ready model made for modeling and texturing practice.

For my process I imported the model in Marmoset as soon as possible. Then I did some back and forth bewteen marmoset and Substance Painter too make out what was missing.
To make this model, I did the mid-poly in Maya, high-poly in ZBrush. The bake was done in Marmoset, the textures in Substance Painter, and finally the render in Marmoset 4.
 All the textures are packed into two sets of 2048px.

Dark Temple

A real-time modural environment made in Unreal 5 with lumen.
A  small military research base in front of the temple of Osiris.

For this project I wanted to try using the Layered Material Systems and Lumen to make a Game Ready and playable environment with colisions and packed textures.
This project was interstings because I combined tried and true techniques like fog card, depth fade ect ... with more modern techniques like volumetric lighting and Lumen Distance field to make a real time environment.

This time too make some great blending sand i use Layers Material System . Gaea was a great help but it struggles with small scales (because it's made for huge environments).

Flooded Boston Public Library 

Reproduction of the Bates Hall under a flood and being reclaimed. It was a short class project and the goal was to reproduce and make it modular, like the artwork work of Jonjo Hemmens :

https://www.artstation.com/artwork/3o85aJ

The environement is game Ready and playable colisions are made.

The process was quite fun for this one. I started by doing the modules for the architecture by blocking them first, making the scene on UE to see how it will work, then detailing them further.
For the rest of the environment, I've decided to work by layers: first, the stream of water will push the large debris, then the smaller ones will accumulate, etc. For the reclaiming process, I took the time to look at a lot of references and used some of my personal knowledge to figure out how workers would tackle this task.


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