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Axel BERNARD - New3dge Entry 2024
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Axel BERNARD - New3dge Entry 2024

Axel BERNARD
by BERNOUP on 30 May 2024 for Rookie Awards 2024

Here's my first entry for the Rookies :) Hope you enjoy my work !

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HELLO :)

Hey everyone :) I'm Axel, a student at New3dge, Paris, a 3D environment artist. I just recently finished my third year and wanted to show my works here (my favorites).

Hope you'll enjoy :)

● ENVIRONMENT: ELLIOT'S WORKSHOP

Here's my end project for the three years at New3dge. 

It's from STRAY (the game).

●BREAKDOWNS

I'm gonna breakdown here the most important things :)

Since I had to create different displays for each monitors, I couldn't just do it by hand, by aligning it on the Uvs (waste of time). I chose an other approach that consisted of projecting the screen on a second Map Channel (Blue). It allowed me to change it really quickly according to feedbacks and/or desire.

I then created an atlas texture and just projected it on each screen, moving the projection to change the display.
The plastic parts of the monitors are unwrapped and use the first Map channel (Red).

I used the same technique for the LEDs panels that you can see on the wall and roof.

One difference here is that I unwrapped one LEDs cube (Green) then added an array and finally projected (Orange) on the large Panel. 

Speaking about the LEDs panel, here's a little breakdown of the display:

I quickly jumped on Marvelous Designer to simulate the curtains and create a base mesh for the pillow that I sculpted next.

In order to break the repetition between the small props scattered all over the scene, I used a really great feature of Vray, the VrayMultiTex, allowing me to randomly give colors and gloss to objects (from the inputs).
This is used all over the scene to give more richness.

Here's an example of the node tree for the wires:

Same technique is used for books, food cans, bottles, papers...

Then comes Rendering, Compositing and Grading.

All done in Photoshop.

Beauty + Passes

And there you go :)

●ASSET: DIVING HELMET

For my last semester project, I chose an asset to challenge myself on modelisation and texturing.

●BREAKDOWNS

In order to model the helmet, I splited it up into different pieces.
Then I worked on each part, using reference meshes.
This allowed me to work on xyz aligned objects while seeing the changes in real time on tilted parts.

Once all the parts were 100% done, I started the merging part.
I first duplicated the main undershape (it will be usefull later) and saved it (Red).

I isolated every parts by adding an edge loop first (Green) then bridging them together (Orange).

Since I bridged all the elements together by hand, I couldn't have a perfect shape and it was all bumpy.

To retrieve the main shape (the one I saved), that was perfeclty smooth, I used the Conform on surface tool from 3ds (a shrinkwrap).


And once the merging and conforming parts are done:

Then the beloved Uv part:

Since the model was really heavy on details, I chose to jump on Painter for the entirety of the texturing part.

And there you go :)

Thank you for your time :)

Hope you like my work !

Here's my Artstation (if you wanna show some support)

Axel


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