Kerosene Lamp

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Sergius Leichenko

3D Artist

Introduction

Hello to all readers. My name is Serhii, and I am 33 years old. I'm from Ukraine, but the circumstances are such that I've been living in Great Britain for a year.
I am very grateful to this country for accepting me and supporting me as I needed an operation on my hand and time to recover.

I am a technological engineer by profession, but I have always had various creative hobbies, such as sculpting from plasticine or clay. I devoted all my free time to realizing my dream - mastering 3D Modeling.

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Project

The purpose of my work “Kerosene lamp” was to create a project for a portfolio.

The object was chosen specifically – it had to be a combination of different types of metals and glass. I wanted to get as much practice as possible with texturing these materials.

References

The first step is to find references. Most beginners neglect this. I have come to the opinion that high-quality and interesting references are half the battle for a professional.

It’s better to spend a whole day looking for references than to constantly return to this stage during the work.

Blockout

I did the blocking and drafting in Maya. My recommendation to all beginners is to pay attention to the silhouette of your object – it should attract the attention of the viewer.

Sometimes it is better to move away from realism and slightly increase the small details.

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Modelling

Then I export the project to the ZBrush program to create high poly and detailed sculpting. This is another no less important stage (although there are no unimportant stages in good works – every little thing is important).

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I import the high poly into the Maya program and create a low poly in it. Then I do UV mapping in Maya and RizomUV programs.

The task was to fit the lamp into one 4k texture set at a high texel density. Thus, the texel density is 70 px/unit. This is personal work for the portfolio and not for the game, so I did not optimize the grid.

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Texturing

Normals are baked in the Marmoset program. Unfortunately, Substance Painter did not provide the quality and customization I needed for this stage.

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I created the textures in the Substance Painter program. This stage took most of my time. Many masks were drawn by hand using alphas. Stencils and alphas are a separate story.

For quality work, you need to constantly search for them on various resources, often create them yourself, and maybe even buy them.

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Conclusion

To be honest, at the final stage of “Render,” I was in a bit of a hurry because I wanted to publish the work as soon as possible. The render was created in Marmoset. I ran into a problem with the rendering of the glass – I had to redo it several times. But thanks to this, I now have a good experience that I will use in my future work.

By the way, my mentor – a professional 3D artist Yaroslav Lohvinov (https://www.artstation.com/yl_art), helped me make a big leap towards realism, providing excellent feedback and not letting my hands go down.

Today I’m looking for ideas for a new portfolio project. I am actively studying English, and shortly, I plan to send my resume to a company in the game dev industry.

So now I’m open to suggestions. I wish everyone creative inspiration and thank you for your attention.