3D artist and student Piotr Bieryt shares some work from his portfolio, and reveals his Blender methods for his recent gallery entry "IS-2 1944 Heavy Tank"...
3dtotal: Tell us a little bit about yourself: Who are you, what do you do, and where are you located?
Piotr Bieryt: My name is Piotr Bieryt. I'm 19 years old and I come from Poland. Currently I'm studying at the University of Technology. I have been developing my portfolio for a few recent months. I'm keen to keep learning new techniques which will move my artworks to a higher level. I'm specializing in game art hard surface models, with the goal of working in game development professionally.
I did this project for Reynante Martinez's "The Cycles Material Vault"
3dt: Where did you find the inspiration for your latest gallery entry? What's the story behind its creation?
PB: I mainly wanted to try and practise some new techinques I've learned recently, in a more advanced and complex project. It was also a great opportunity to develop my physical rigging for the tank's tracks. I'm also interested in historical vehicles, so finally I chose the IS-2 tank in Polish colors.
Project done for Allegorithmic's contest "A road trip in 2116"
3dt: What software and plug-ins did you use to create this image? Did you face any difficulties, and how did you overcome them?
PB: The base model was created in Blender, which I also used for rigging and animating. Then I went to ZBrush to make all the surface details such as scratches, dents, bullet holes and so on. I can truly say that it's the most enjoyable part of every project, the same as the following step – texturing in Substance. In this case I used my Smart Materials (built with default materials) with some major changes from previous projects. Painter was also super helpful during baking maps, I didn't have to export multiple maps between several softwares, just set up the models and click "bake."
One of my texturing studies (game art)
Definetely, the most challenging part was making the tank behaviour during the animation as realistic as possible. Simulations always need a lot of work and tests because every case is different, especially when you want to imitate a real world effect. For animation I tried using real time in Unreal Engine 4, and it was great choice because I could avoid slow offline rendering (with cost of quality of course).
3dt: Do you normally use this software in your workflow? What other software and plug-ins do you favor?
PB: Most of the time I use Blender. As a complement to Blender, I use ZBrush and Substance Painter/Designer. There are few addons for Blender which help me a lot during hard surface modeling: HardOps and BoxCutter (they are very powerful tools connected with dynamesh workflow), GoZ (one-click export to ZBrush and back).
My first tank, this project was a milestone in my skill development
3dt: What are your artistic ambitions?
PB: I will keep mastering my skills in hard surface modeling and texturing. In the future I'd like join to a game development/cinematic studio like CD Projekt Red or Platige Image.
Another example of my texture studies (game art)
3dt: Who are your favorite artists, traditional or digital, and can you explain why?
PB: My favourite digital artists are:
- Tor Frick (I'm amazed of his modeling speed and designs)
- Wojciech Niewęgłowski (his vehicles have inspired me to make my first tank - T-55)
- Marcin Klicki (I adore his sculptures of creatures done for The Witcher 3)
- Hossein Diba (mind-blowing sculptures!)
- Gleb Alexandrov (author of very insipring stuff!)
3dt: What can we expect to see from you next?
PB: I will definetely post some new hard surface models (vehices, weapons) and environments. I will try to get into organic sculpture too, but it's a plan for the future because it's a very demanding branch of 3D graphic.
My recent project in which I created a physical rig for animation