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Marc Ramirez 2023-2024 - 3D Modeler
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Marc Ramirez 2023-2024 - 3D Modeler

by MarcRamirez on 27 May 2024 for Rookie Awards 2024

My name is Marc Ramirez. I'm a 3D modeling artist, and I'm showing a collection of my latest personal projects completed between 2023 and 2024, which were undertaken during my studies at Animum Creativity Advanced School and University degree.

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INTRODUCTION

Hello everyone! I'm Marc Ramirez, a 3D modeler specializing in props and environments.

My journey began after high school when I found myself uncertain about my future. After much consideration, I chose the artistic path. I pursued an university degree in Design, Animation, and Digital Art, where my passion for 3D modeling blossomed. Eager to enhance my skills, I enrolled in Animum's Master in Scenario Modeling and 3D Production.

Now, after several months of intensive learning, I'm in the process of building my portfolio while actively seeking my first job in the industry. Below, you'll find a collection of projects I've worked on during my Master's program and some from my time at university.

BUGATTI TYPE 50

This project marks my debut at Animum. The assignment was to model a car, specifically the Bugatti Type 50, create UV maps, and subsequently apply textures. There are two versions, the vehicle fresh from the factory and the aged vehicle.

It presented a significant challenge as it was my first foray into hard-surface modeling. However, after three months of dedicated work, I achieved a result that brings me great satisfaction.

The model was created in Maya, textured in Substance Painter, and rendered using Arnold.

Maintaining an optimal polycount was a crucial aspect of the car modeling process. It was essential to ensure that the model did not contain an excessive number of polygons. Therefore, I focused on creating a high-quality mesh with even distribution throughout.

The texturing process held significant importance as it involved creating two versions of the car: a pristine, freshly produced model, and an aged version.

Previously, you've seen the new version, and now I'll present the older version.

Creating the UV cuts and efficiently distributing them across a limited number of quadrants posed a challenge, particularly due to the numerous pieces involved and the need for logical placement.

Extensive research was essential for accurately modeling the car, highlighting the importance of the moodboard with various references. I delved into videos, general photos, specific close-ups, and even explored different wheel designs.

ISLAND TOWN

My second project at Animum is 'Island Town', where I created a scenario based on a concept.

The creation process was immensely enjoyable and educational. It was modeled with Maya, textured in Substance and rendered in Arnold.

Concept Artist: Emilie Vaccarini Francis.

Below, you'll find close-up shots of various sections of the sceanario. Notice the emphasis on clean and well-organized geometry.

As with all projects, meticulous attention was given to organizing the UV maps, enabling the separation of the scenario into distinct parts. This facilitated a smoother workflow in Substance Painter, allowing for the use of multiple files and enhancing efficiency.

Extensive research was conducted using reference images to gain a deeper understanding of the desired scenario and environment.

Concept Artist: Emilie Vaccarini Francis.

¿DÓNDE ESTÁ MI JUEGO?

"¿Dónde está mi juego? // Where is my game?" is my final degree project (Trabajo Final de Grado). It's an escape room video game with a gaming theme. Assets were modeled in Blender, it's UVs created in Maya, and textured in Substance Painter. They were implemented in Unity and programed with Visual Studio.

Personally, I consider it my most extensive personal project because I had to independently manage all aspects of creating a video game: from conceptualizing the narrative to handling modeling, UV mapping, texturing, programming, and implementing it in Unity.

As you will see below, the main reference is Overwatch.

If you want to play, you need to dowload all the folder (of the following link) and execute the GamingRoom.exe https://drive.google.com/drive/folders/1TAfp6GGZvozHDJY2aTgff5uvnVDYGEfz?usp=sharing 

ZEPHYR THE PLUSH - Resort In Mars 

Resort in Mars is a 3D reto-futuristic themed shooter developed by a group of CITM students.

I have created Zephyr, an adorable plush toy with the ability to explode if it detects someone nearby! This was my first attempt at creating a character from scratch, so I approached it as a personal challenge.

Zephyr was modeled in Blender, its UVs were created in Maya, and it was textured in Substance Painter. The rigging, skinning, and animations were done in Maya, and it was implemented and programmed in Unity (using Visual Studio - C#).

I had the opportunity to design the first level of the video game. It's a high-level room area, although not the most luxurious in the resort.

Below, I've included some of the assets that I modeled and textured. 

I had the pleasure of creating the video game trailer, so feel free to check it out.

Thank you so much!

If you've enjoyed viewing these works, please visit my ArtStation profile for more. Feel free to message me if you'd like further information on anything. 


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