This week I have been studying the artwork of environment and prop artist Walid K-Perrussel. I was browsing Artstation looking for inspiration when his highly detailed model of a gothic confessional caught my attention.
K-PERRUSSEL, W. (2018), Gothic Confessional. [Online Image]. Available at: https://www.artstation.com/artwork/Jxz6R [Accessed: 27/07/2018].
I identify this piece of art at the forefront of the industry because Walid has employed an array of the best tools used for texture creation to achieve a level of quality and realism with this asset. Walid has stated that he used a combination of Substance Designer and
Painter as well as Megascans to create the wood textures for the model. The results are incredibly realistic and as someone who has been trying to create similar wood carved assets for my major project, I can see the obvious difference in quality between us as artists.
K-PERRUSSEL, W. (2018), Gothic Confessional. [Online Image]. Available at: https://www.artstation.com/artwork/Jxz6R [Accessed: 27/07/2018].
One thing that I found interesting, was that Walid had used 3DS Max to create the ornate high poly details of the model, as opposed to sculpting them in ZBrush. This is reassuring information to me as I create my high poly details in much the same way, by subdividing the geometry and adding smooth modifiers to them in 3DS Max. I have often worried that if I didn't use ZBrush to create high poly detail then I would be less competitive from an employability standpoint. It's a relief to know that using Max as an alternative is still viable amongst professionals.
K-PERRUSSEL, W. (2018), Sub-D Ornate: Gothic Confessional. [Online Image]. Available at: https://www.artstation.com/artwork/Jxz6R [Accessed: 27/07/2018].
This piece was a bit of an eye opener for me because the texture work Walid has displayed looks so realistic. The wood grain in particular is very life like when compared to the wood texture I made using Substance Painter. I would like to start investing time into learning to use Megascans, as it is clear that it produces photo-realistic results.
No comments:
Post a Comment