Clara DOLQUES | CG Generalist - Environment
![Clara Dolques](https://d3stdg5so273ei.cloudfront.net/claradqs/2024-05-27/217415/50x50/IMG_2581_B%2526W-claradqs-crop.JPEG.png)
Hi everyone! Thank you for checking my entry. I'm participating as a CG generalist artist, but I aspire to become a 3D environment artist. I'm currently in my third year at ARTFX School. I hope you will enjoy my work as much as I enjoyed working on it!
1. Forest Trail
The main goal of this project was to create a small scale environment in Houdini using heightfield and scattering.
My idea was to make a forest trail during summer, with lots of vegetation and flowers. I like hiking, that's why I had the idea of this rock with this marking well known to French/European hikers.
I briefly used Houdini before this project, it was my first time using it for environment creation.
I discovered the USD pipeline in Maya last summer during my internship so I decided to learn how to use it in Houdini on this project. That's why I chose to render my scene with Karma.
I started by creating the terrain using heightfield.
I downloaded assets from the megascans library which I then converted to USD using Component Builder. Assets containing several variants such as grass or flowers were a little more complicated to convert.
Using speedtree, I created a pine tree which I then exported to Houdini and converted to USD.
I textured my terrain using materialX and I converted it to USD.
I then configured all my instances for my different elements. For each instance, I referenced my USDs. For assets with several variants, I created collections so that they were all used by the instancer.
I put some elements by hand and played with the seeds of my scatters to have a composition that pleased me.
I lighted my scene using a HDRI and some additional lights. I rendered with Karma.
Finally, I used Nuke for compositing: adding atmosphere, depth of field and some colorimetric corrections.
Softwares used: Houdini, Megascans, Speedtree, Nuke
2. Roman temple
The main goal of this project was to practice on Unreal Engine, software that I had only used briefly until then.
I wanted to create an environment inspired by Roman temples and baths. My first task was to find references.
I spent a lot of time working on the image composition. I started with a simple blocking using 3dsmax.
Then I started to replace my blocking by assets from Megascans, the Market Place and Sketchfab.
I started the lighting in parallel of placing more assets.
Then, I added vegetation. I reworked the shaders to add translucency and wind animation.
To break the clean and repetitive aspect of the scene caused by multiple uses of the same assets, I used some decals. Then, I added some volumetric fog.
Next, I created some FX in Niagara in order to discover other aspects of Unreal. Thanks to the documentation and various tutorials, I was able to animate birds in the sky, leaves falling from trees as well as pollen in the air.
A little process view of this project :
Softwares used: Unreal Engine, 3dsmax, Megascans
3. Canon EOS 250D
The main goal of this project was to model, texture and render a hard surface asset. I chose a camera because it was a complex object compared to what I had already modeled before.
Having mainly used 3ds max, Substance Painter and Vray until then, I was able to practice on Maya, Arnold and to discover Mari.
Not having the object at home, I looked for references.
I modeled and made the UVs in Maya. It was my first time using UDIMs.
Texturing was done in Mari. I greatly appreciated the projection tool and the fact that Mari is nodal because it allows more procedural work.
Then, I rendered my camera inside of Maya, using Arnold.
Softwares used: Maya, Mari, Arnold
4. Conclusion
I learned a lot this year whether it's about pipelines or softwares. I enjoyed working on all of these projects and I am eager to learn new amazing things next year.
Thank you for taking the time to read me and see you next year for my next entry to The Rookies 2025 :)
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