![Adrien Isakovic | Environment/Asset/Lighting Artist | 2024](https://d3stdg5so273ei.cloudfront.net/adrienisakovic/2024-05-31/987674/1400xAUTO/COVER-adrienisakovic-crop.jpg)
Adrien Isakovic | Environment/Asset/Lighting Artist | 2024
Hi ! I'm happy to share with you a selections of my 2023-2024 productions :) Hope you'll like them, enjoy !
3D Environments
● MATRIX | Anderson's office
This project was quite challenging since I only had only a month and a half to recreate a movie shot. This project was both really fun and interesting to work on.
Hope you'll like it!
![](https://d3stdg5so273ei.cloudfront.net/adrienisakovic/2024-05-31/847223/1400xAUTO/adrien-isakovic-main-1-1-7-adrienisakovic.jpg)
Comparison with the movie shot :
Here below you can see the version without the character composited in and an alternate lighting :
Library and some Lookdev :
Breaking down some of the process :
● BACK IN TIME
This was my first complete outdoor environment, featuring the famous Delorean from Back to The Future.
Using Forest Pack was a real plus in the workflow and helped a ton with the realism and creating massive fields. I took the Delorean model from Hum3D, re-modelled some parts and shaded it entirely from scratch.
![](https://d3stdg5so273ei.cloudfront.net/adrienisakovic/2024-05-31/760112/1400xAUTO/Comped_1-adrienisakovic.2.4.jpg)
Clay and Viewport Views :
Process :
Car Lookdev || Viewport Environment :
Custom lens aberations (fusion) to simulate a vintage anamorphic lens :
3D Assets
● Sony α7 IV
Being passionate about photography, I wanted to challenge myself and try creating a rather complex object ; my Sony α7 IV. Having the object in real life helped a ton understanding the complex shapes and materials it was made of.
![](https://d3stdg5so273ei.cloudfront.net/adrienisakovic/2024-05-31/962875/1400xAUTO/adrien-isakovic-2-stud-adrienisakovic.jpg)
Clay | Checker View :
Some details of the model :
The body was modeled in one single mesh. Since the real body shape is welded in one piece, I couldn't work with the Low-poly -> Subdivisions workflow. I had to find an alternative.
I started modelling a low poly volume, and then increasingly working with higher subdivisions that I collapsed, giving me the freedom of small details and complex shapes.
Substance Painter Views :
The process of texturing was divided in multiple main steps :
- Setting the main plastic texture of the body which is very specific to the Alpha branch of Sony's Cameras
- Creating a lot of custom 2k decal atlases (by type) to mask out colors in painter
- Creating B&W Masks in painter to have control over the maps directly in 3Ds Max/to texture in 3Ds Max
![](https://d3stdg5so273ei.cloudfront.net/adrienisakovic/2024-05-31/724317/1400xAUTO/1-adrienisakovic.jpg)
● Elder Wand
This was a quick project I made that turned out pretty good so I thought I might share. My goal was to train myself a bit with the Displacement workflow, having my high poly in Zbrush and Exporting a perfect displacement map without having to play with the settings in 3Ds Max.
![](https://d3stdg5so273ei.cloudfront.net/adrienisakovic/2024-05-31/769874/1400xAUTO/Custom_1-adrienisakovic.1.1.jpg)
Base mesh / Displaced Mesh || ZBrush Viewport :
It turned out this method was pretty useful for objects like this one. Having small details and complex shapes at a small scale can easily be ruined by decimation, displacement is a really useful technique in this case.
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