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Benoît Rezzoug - Environment Art
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Benoît Rezzoug - Environment Art

Benoit REZZOUG
by BenoitRezzoug on 25 May 2024 for Rookie Awards 2024

Here's a summary of some of my projects this year. I'm focusing more on environment art for video games. I hope you enjoy this post!

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                                                        PRESENTATION

Hello everyone, I'm Benoît. I'm 20 years old and I've been studying 3D at BRASSART for over 2 years now. I'd like to specialize in environment art for video games. 


STYLIZED ENVIRONEMENT

Let's start with my first stylized artwork that I've just finished. This is a personnal project done outside my studies. My aim here was to learn new software and broaden my knowledge base. So I decided to do my modeling on MAYA. It was my first time working with this tool. The concept came from Hitman 2, made by Michal Kus.

My aim here was to realize the same concept in a stylized rather than ultra-realistic way. I wanted to get out of my comfort zone and try out new things. I was also able to expand my knowledge of Zbrush for sculpting my Highpoly, as well as bake on marmoset. Keeping a consistent style has been one of my greatest difficulties. I learned a lot thanks to this project, especially in terms of RVT and my Master material, which I was able to deepen.

This Project took me about 2 months to complete 


Endless Engine Contest

Secondly, this is a group project. Our goal was to reinterpretation the Endless Engine some time after the Challenge. We chose to combine 2 universes (Fast and Furious and Initial D). This work was carried out in a group of 4 over 1 month. I mainly took care of the environment, as well as the integration of various elements such as car animations, etc. My aim was to represent Japanese mountains without making them too stereotypical. I therefore chose the autumn season, which offers many interesting contrasts for the composition. The biggest task was to match the camera speed, which was predefined. This wasn't easy, as most of the elements in the set were moving too fast for us to see. I was able to experiment with Vertex Painting, as well as learning various software programs such as Substance Designer and Speedtree.

All my assets are modular, so I can create many variations and reuse my kit.

Trees i made Using speedtree. That was also the first time i was using speedtree. I found out really interesting and will continue to create with it.


M4A4 - CS2 FANART SKIN

Finally, this is my model of the CS2 M4A4. The aim of the project was to create a "candy" skin for a brand in the video game of our choice. All from scratch. I decided to go for Counter-Strike, a game I particularly like. Modeling was done on blender, texturing on Substance 3D Painter and rendering on Unreal Engine 5. I created the model in 48,000 tri, with a texel density of 20.48px/cm. A single 4K texture set. Some of the sound design for my video was done by me. The rest was taken from the original CS2 soundtrack. I didn't model the pair of arms. I did, however, rigg and animate the scene. What's more, I found it interesting to retexture the pair of gloves myself. Project completed in 3 weeks.

Here's a slightly more realistic rendering of my latest Skin for CS2, after following the advice of one of my teachers, I decided to do a much more realistic and advanced rendering. This allowed me to deepen my knowledge of substance painter. I wanted to give the weapon a worn look, to give it a history of use.


THE END

If you've made it this far, thank you for your patience and attention to this post. I hope you found it interesting. And that you've been able to appreciate my work. Have a great day and see you soon! 


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