I'm happy to present to you my new logo from now on!
It's something that I really wanted to have, it took me a while.
Twitter : https://twitter.com/JeryceDia
I wanted today to talk to you about a really important subject for me.
Since my first participation in the Beyond Human Artstation Challenge in 2017, I never had the idea to make an Environment based on my culture.
At first I just wanted to make regular moderns houses, sci-fi, and realistic grungy scenes, I found them beautiful, it's really inspiring to look the details that some artists can put on their scenes, I tried to do it but, I was forcing myself, the motivation wasn't there when 3DS max and other software were opened.
I was searching for something who inspired me, something that I could be very proud to create and show to my family that's why in every one of my scenes, by doing this I feel like they are blessing my scenes.
My parents are born the Republic of Congo, My dad, a Lari (Ethnicity) descendant, and my Mom both Mbochi and Kuyu. So yeah haha, in addition to my dad stories I have a lot of research to do since I'm Lari/Mbochi and Kuyu descendant.
Most of my creations are tributes, that is why I'm heavily studying everything that touches the African Art, for example, masks, symbols, places, different tradition, and languages to avoid mistakes. My goal is to create my own style and to properly create art with deep meaning. And I want to have a lot of fun too!
I'm deeply in love with Africa, everything from this continent are touching my soul and makes me smile.
I did a lot of different things in 3D and my heart is not doing the same sound when I'm working on that kind of scenes, that is why I'm going to practice and learn more on this subject.
Golden Adinkras Mask: Each Adinkra Symbols on their forehead represents the values that my dad taught me
Third wooden Mask: Represent my GrandMa who passed away, I wanted to give her hommage in this scene
I printed the scene for mother's Birthday that year
First fully playable environment based on an actual place in Senegal, I discover the meaning of Teranga by growing up with a lot of Senegalese neighbors back in France. They quickly became like my family after many years so I dedicated this scene to them.
I will continue those littles stories meanwhile you can check my other works in this album!
Thank you ! Merci !
I will be at the MIGS - Montreal International Game Summit to give a portfolio reviews with Artstation
5PM TO 8PM on Monday, November 12 at the MIGS18 Mentors’ Lounge.
See you there!
The time is flying so quickly when you join this kind of challenge! How I'm going to able to work with Read dead 2 this Friday !
One week after where am I? I manage to translate what I had in mind into the engine and made a block out
Graphically I want to get close to God of War, it was a graphical masterpiece for me, inspired me for new techniques and pushed me to work harder thanks to the Santa Monica team I'm really motivated!
After the blockout, I made different rocks and see what I can achieve in term of formation with them and how they react to the lighting.
I made them not too sharp, and not too much noisy to be able to read the scene easily.
Sculpting done in Zbrush, textured in Substance Painter.
I add a detail normal maps created I substance designer to play with the noise of the rocks
Right now I'm finishing the Oni Rock Mask !
I didn't want to make a too long post so you can see my other stuff in the blog part of my challenge!
I wanted to rest a little but I can't avoid this theme. Great opportunity to try something else.
I will try to make 1 or 2 post per week on my submission page
Good luck for the one who's joining the challenge!
It was a very Good experience, I learned a lot while working on this game. I'm extremely happy to finally have my name on it, it was hard!
Congrats Ubisoft and my Family for the support !
Hope you're having a good Time
Just to tell you that I made a Stream page!
Right now I'm making a fan- art weapon from League of legend ( Sejuani )
Thank you everyone !
I started this project to help me improving my knowledge of colors, colors grading, camera position and of course lighting in Unity.
I started by spending a lot of time on Pinterest, you can find a lot of good photography, this is how I fell on the work of Tadao Ando and many other great architects and superb movies shot.
My deadline was 3 days per scene. I like to work with a deadline, it keeps you organized cause you have to planify and think of each step to don't lose any time.
I didn't want to stay too long on 3DS max and that kind of composition is perfect to focus on the lighting.
I always isolate the meshes out of the camera range or far away for this exercise, to lower the lighting parameters on them in order to increase the other.
I watched a lot of videos, and articles about colors and composition in movies, this one is one of my favorites.
You have the name of the movies, good shots, everything you need. I admit that I wanted to do all the shot in this video haha :D.
I tried to limit the use of SpotLight/point light I find it easier to have a smooth natural Light with a Mesh and an emissions material on it or the Skylight.
Lighting with an Emissive Object
Lighting with a SpotLight/PointLight
I used Enlighten, for baking most of the scene except the "Tron" where I used the new Progressive Lightmapper in BETA.
I find the progressive Lightmapper really realist without waiting for more than 3hours with the Enlighten, especially if you're using an Emissive object like me.
The new Post Processing stack V2 (Beta) is really outstanding, I'm really impatient to touch the final tool. It is really easy to use it, you need to try!
I habitually choosing the ACES mode for the Tonemapping which uses a close approximation of the reference ACES tonemapper for a more filmic look.
The trackballs is THE thing, and I love the Lift which has the most effect on the shadows, it allows you to give colors to them.
Just for quoting people! I didn't want to have any material first but I learned a few things in substance designer with Pierre Fleau and it was a good opportunity so why not. Thanks to Rogelio Olguin for his 3D presentation model.
I will do more in-engine talk and screenshots in the second part.
With the help of Amplify Creations and their Amplify Shader, I have now a Shader that allows me to use 3 Texture set with the vertex painting, something that I love is that the 3rd one that I called the "Dirt texture set" is using a Triplanar projection feature, it's perfect for the Snow!
I practically finished all the textures that I needed to do the architecture and I made Bricks that I can place all over the environment as a support for the textures
I need To finish a Second view and other buildings that I'm going to put in the background.
I will Break the silhouette of the buildings more in my Polish session, 1 week before the end of the contest
If you have tips or anything tell me!