Click Here to view all the amazing entries to Rookie Awards 2024
Adrien Clavelier - 3D Environment / Lighting / Compositing
Share  

Adrien Clavelier - 3D Environment / Lighting / Compositing

Adrien Clavelier
by AdrienCl on 1 Jun 2024 for Rookie Awards 2024

Introducing my work for the year 2023/2024 !

9 200 5
Round of applause for our sponsors

Hello World ! 

I'm Adrien Clavelier, a french 3D Environment Student at ARTFX Montpellier. 

Introducing my work done over the year 2023/2024 and also my first entry ever to the rookies. 

I hope you will enjoy it !

Lost Canyon City

I wanted to create a full CG, large scale environment of an old merchant city lost in a canyon. 
It was the first time I had to build such a complex world and I would never have imagined how difficult it would be. 

Special thanks to Baptiste Baudouin, who kindly modeled me the two statue and supported me on this project.

All aspect, except the modeling of the two statuesProcedural/hardsurface modeling, shading, lookdev, lighting, and compositing.

Houdini and Gaea were the main tool used for the terrain. I had a hard time finding the right shape so that the canyon would be convincing enough while remaining fanciful. 

Finding the right pipeline between the different soft also was difficult, I learned a lot.

Doctor Strange Shot

For this team project, the goal was to rebuild a shot from the movie Doctor Strange. I was happy to join forces with my classmates and friend to pull up this shot were I was responsible for the environment aspect. I worked mainly on Maya, Substance Painter, ZBrush, and Nuke.

Compositing & Matchmove : Jonas Jochum

FX : Victor Lameche

Prep Matchmove : Adélaide Calabrese

Shooting Help : Jade Mesquida

Let's dive into the full CG Environment !

Interior environment based on Doctor Strange's Sanctum Sanctorum.

The idea here was to simulate a timelapse from day to night. Actually, this look was hard to achieve in terms of rendering and lighting. I spent weeks of tweaking the render settings and lighting conditions. I'm quite pleased with the result !

/// All aspects.

I also tried to build as many procedural shaders as I could.

Building the different props asset also was a lot of fun.

Anthem Helmet - Fan Art

The goal here was to strengthen our hardsurface modeling and texturing skills by creating a real size helmetI chose to build a helmet inspired from the fantastic world of Anthem.

All aspects, except turntable's gear.

The Helmet in himself has both an organic and mechanical shape, this in between design was challenging. All the modeling/lookdev work was done in Maya, and the texturing in Adobe Substance Painter. Compositing in Nuke.

When it cames to showcasing my work, I thought about making a turntable of my own, with my little touch added. 

And finally, you can find right here my Demoreel for the year 2023/2024

Thank you for your time and consideration.

Special thanks to my friends and classmates for their time, help and feedback, which were real game-changers.


Comments (5)