
Francisco De Carvalho Pereira
Toulouse
3D MODELING
While studying at ESMA, I acquired knowledge on various methodologies and best practices related to real-time 3D modeling, such as PBR, baking and optimization techniques in 3DS Max.
Here are examples of assets I have created
Retro-Futuristic Taxi
For RUBBER I created the 3D model of the car using 3dsMax and took advantage of Unreal 5's Nanite technology (Nanite) to save time by only creating a high-definition model.
The 3D modelling was based on concept art provided by Emma Cieutat during the project.
I used the Morpher tool provided with 3dsmax for the car's destruction.
Thanks to this, I was able to create a fast and credible destruction with each
part detached (bumper, hood, lights, etc.), so that they could fall off during drivin
For the texturing, I used the RGB mask method instead of a traditional texture.
This was done for workflow and optimization purposes, as well as for easier material changes on the car.
Retro-Futuristic Phone Booth
During the demonstration, I will showcase my methodology for creating baked high-definition (HD) and low-definition (LD) assets that are optimized for real-time 3D engines.
After i create the moodboards that i need for my model, then I produce a block-out to plan the asset's design. Following this, I create the assets' models, including intricate details, using the HD version of the asset. Next, I unwrap the LD version of it. Finally, I apply the different layers(RBG) to mask the object using Substance Painter, ensuring the asset is ready for texturing.
Depending on the project's requirements, I may also create the textures directly on Substance Painter. Overall, this approach guarantees that the assets I produce are properly optimized for use in real-time 3D engines.
Flat Tire ( Desert Land Scape )
Here's a simple flat tire that I needed for my landscape project, which you can check out
OTHER ASSETS I CREATED

























I didn't detailled the process for these ones, but the same methodology is used. Here are some other assets I created as personal projects or school projects.