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Adrien Isakovic | Environment/Asset/Lighting Artist | 2024
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Adrien Isakovic | Environment/Asset/Lighting Artist | 2024

Adrien Isakovic
by adrienisakovic on 31 May 2024 for Rookie Awards 2024

Hi ! I'm happy to share with you a selections of my 2023-2024 productions :) Hope you'll like them, enjoy !

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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!


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.

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.


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

● 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.

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.

That's mainly it :) See you next time, Thanks !


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