Watch in HD!
This is my first 3D student demo reel. My work is more oriented into next-gen video games. I am targeting characters, but I am also very open to work on environments and other assets.
I studied at Cegep Limoilou in a quick 1.5 year program and also did a 3 months internship at ENDI (National Institute of Digital Entertainment). I worked as a character modeler/texturer on A.S.A.P., a game made in only 3 days, and on Invasion as a character and environment modeler/texturer, a game made in about 9 weeks. Play games made by students at ENDI! endi.qc.ca
The Dirty Military Jeep was done in about a month. I extensively used ZBrush for the Hi-res model, the whole Jeep, including ground, were sculpted into ZBrush form a base Mesh made in 3ds Max. I Baked the normal map and occlusion using xNormal. This asset was originally made to be a part of a more complete environment, but I never had had enough time to complete it due to the internship at ENDI, which would take at least 40h/week. I will definitely finish the project, now that I have more free time.
The Infested Mutant Spider was made during the internship at ENDI. The model was made the game Invasion, a Russian post-apocalyptic First person shooter. It was a great challenge to create: this is basically the 3rd version of the model.
The first version was about 80% done when our Art Director, Claude Bordeleau from Volta, asked for major changes, which required me to start the model all over again. He also wanted two variations of the same spider, one lightly mutant, and the other a lot more mutant and infested. I did the more mutant version while a colleague did the other; we had to make sure the two models had the same style and same colors/tints, which was very challenging. Finally, our Art Director then asked to make two completely different spiders out of the two models, one smaller, not mutant a all, and the other even more mutant. However, his advice was highly valuable: the final spider is a lot more interesting than the first one, thanks to him!
The model was made so it can be dismembered, as a special request from the animators for the death animation. The legs and abdomen all separate meshes. However, during development we figured that kind of death was looking more like a toy being destroyed than a spider being killed, so we didn't do it in the final game, even if the model and rig technically allows it.
In a late development stage we also decided to add a self-illumination map as we changed the level lighting to something a lot darker; The S-I map makes the pustules seems more toxic/radioactive as they glows a little in the dark.
The Black Orc is the oldest work in this demo reel. It was done during the character modeling class, and it was my first next-gen video game character. The teacher wanted to simulate a production, and we had to recreate Warhammer characters. I chosen this Black Orc was I wanted to improved my hard-surface skills in ZBrush, and this one had lot of metal armor pieces.
The cool thing about this project is that since Warhammer are basically small figurines that you need to assemble and paint, the pieces has sometimes different variations. I could get images of the separate pieces over the internet and choose those that fit the most. I also made this character as if was a Boss in a video game: I wanted it to looks strong and powerful, so I oversized the hands and feet to improved the effect. I made the armor a lot more damaged than the original images: Orcs has no strategy at all, the run directly into melee attack and attacks in brute force, so their armor will get lot of damage form this.
For this project, we had a polygon budget of 8000 triangles, and a total texture budget of 2048x2048 (Including all maps); I chosen three 1024x1024 maps for the main character(Diffuse, Specular and Normals), and three 512x512 maps for the props, which leaves an unused 512x512 texture space, that could be used for something else if the character was actually used in a game.
The Post-Apocalyptic Russian Forklift is an environment asset made in the ENDI game Invasion, the same game I made the Spider for. The Producer didn't want an ordinary-looking, he wanted a mix between old and futuristic, that has the Russian look, and also wanted it to be more a small lift. It was quite a challenge, and I needed a lot of references to get the desired look.
Unlike the other models in this demo, I didn't have too much time to spend in ZBrush, so I made the normal map by creating a grayscale height map and converting it to Normal Map using the xNormal Photoshop pluging and NDo.
I originally made the model around 2000 triangles, but I was asked to decrease the polycount a little bit. I was able to lower it to 1302 tris without major differences.
The song used is an edited part of "The Departure of a Soul" by Francisco Meza. I asked his permission and he kindly allowed me to use it. Be sure to take a look at his Youtube channel to listen to his awesome songs.
You can listen to the complete song here: youtube.com/watch?v=4zJFHshIvW8