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Alexandre Pont - Demoreel Asset Artist 2023  -2024
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Alexandre Pont - Demoreel Asset Artist 2023 -2024

Alexandre Pont
by Apnt on 31 May 2024 for Rookie Awards 2024

Hello everyone! This is my entry for the “Rookie Awards 2024”. You'll find some personal projects and work done as part of my master's degree at Artfx for my graduation film. I'm currently looking for job opportunities. I hope you enjoy them!

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Hello ! My name is Alexandre, I'm 27 and I'm passionate about creating assets, be they Creatures, Characters or HardSurface modeling! I'm proud to present my projects.

Krokodor 

Krokodor is a creature (a Kaiju) I made for my graduation film, Kaiju Kid at ArtFX last year! I learned a lot on this project, and went out of my comfort zone for many stages in the creative process, but I'm proud of the final result!

                                  Softaware used : Maya, Zbrush, Substance Painter, Mari, Vray

But who is Krokodor?

Krokodor is the transformed version of Hiroshi. He's a Kaiju actor in costume who transforms on contact with a radioactive substance. The aim was to create a creature that looked like the costume, but was also monstrous.
See some images of the costume below.

Now let's have a look at some pictures and explanations of the creation process
below !

The retopology was done in Maya, and given that Krokodor is 180 meters high,
I decided to flatten his Uvs on 39 Udims on 4K maps to get the best possible definition.

For the body and head sculpt, I used mainly Zbrush and alphas. For the scales I used map Texturing XYZ in projection on Mari, I mixed maps of alligator, caiman and iguana displacement.

For the texturing part, I used Substance Painter to export utility maps (the cavity, ambient occlusion and normal maps). Base Color was created in Mari and LookDev in Maya, using the Vray rendering engine.

I'd like to thank Gaël Kerchembaum for his “Release the beast” tutorial, which really helped me with this project!

Some images from the short film!

(I'm only responsible for Krokodor's modeling, texturing and LookDev part on those rendered images).

To conclude, this project has taught me an enormous amount at every level of character/creature creation. I hope you enjoy this project as much as I enjoyed making it!

I'm sharing the link to the short film if you'd like to know a little more about Krokodor's story :)
(You can also find the making-of in the second part of the video.)
https://www.youtube.com/watch?v=-EK7fd3Y-98&t=63s

Bobcat Project

      Software used : Modeling  -  Maya      Sculpt  -  Zbrush      Rendering  -  Arnold Maya

This project is a Wip!
I've always wanted to model an animal in its entirety, with full anatomy, and it's a challenge I've always wanted to take up.

The aim of this project is to create a photorealistic lynx! Recently, I realized that the hindquarters were too high compared to the rest of the body. I'm going to correct this and continue with this project, so stay tuned for more progress on my networks soon!

Wheel - AMG Petronas 

I started this project a few years ago to develop my HardSurface skills. I found it again while wandering around on my hard drive earlier this year, so I decided to finish it! 

                                                                       Software used : 
     Modeling, LookDev  -  Maya       Texturing  -  Photoshop       Rendering  -  Arnold Maya

                                                              57228 faces - 2 Udim 4K Map 

E - Piper

For this project, my goal was to develop my character creation skills, as I'd done very little before this one.
I started with a concept by Cédric Peyravernay called “E-Pipe”. I've always been impressed by his creations, his characters always embody a certain poise, and it's easy to imagine their stories and characters.

I hope I've done my best to convey his concept in 3D!

                        Software used : Zbrush  -  Maya  -  ZWrap  -  Substance Painter  -  Arnold
                           All aspect except Compositing, done by Lucas Rubis
thanks to him!

                                                            38162 polygons, 7 Udims 4K

I used Zwrap software to project my displacement on my retopology. I used Texturing XYZ map. 

                                  Sculpt Base / ReSculpt RG Displacement / Final Sculpt Adjustment

                                              The groom was made using Xgen in Maya.

                                                                    First rendering to the last.

Concept by Cédric Peyravernay " EPipe".

The result isn't exactly identical to the concept, but that doesn't matter - I'm pretty happy with the end result! This project has enabled me to develop my skills and learn new techniques. I can continue to improve it, but it's time for me to move on new projects!

If you're interested by my profile, don't hesitate to contact me on my LinkedIn profile, I'm actively looking for a position as Asset Artist and eager to meet new people in the industry!

Thank you for coming so far, I hope you've enjoyed my work, see you soon for new projects :)


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