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Jiecong Lu

United States,  Mercersburg Mercersburg Academy,  3D Design,  March 23, 2017
My name is Jiecong Lu and I am 17 years old. I am a high school student and am currently studying in Mercersburg Academy in Pennsylvania. I love CG art and game design, especially in the areas of 3D modeling, texturing, lighting, and game environment design. My school has a great 3D programme specialized in 3D design and animation and we go to visit the Blue Sky Studios every year. Additionally, I learn a variety of different techniques from digital tutors and other online training programmes. In my spare time, I also read through many books about different 3D softwares and game art to enhance my skills. I use 3ds Max, Zbrush, Vray, mental Ray, and Photoshop in the work shown in the video. I also do some game environment designs in Unity 3D and Unreal Engine 4. Additionally, I have solid knowledge and skills of using AutoCAD. I sometimes make architectural visualizations by designing the basics in AutoCAD and modeling them in Maya or 3ds Max. Overall, I have great interest and passion in creating 3D arts merging imagination, photo-realism and aestheticism together. I desire to go further on this great path and would love to persue CG related or game development major in college.
The following is one of latest works. I hope you guys like it!
  • Animation
  • Concept Art
  • Design
  • FX/Simulations
  • Lighting
  • Look Development
  • Modeling
  • Pre-visualisation
  • Programming
  • Texture Painting
  • 3ds Max
  • Maya
  • Mental Ray
  • Photoshop
  • Unity 3D
  • Unreal 4
  • V-Ray
  • Zbrush
Pixologic
  • NEXT-GEN GAMING
  • Student of the Year
  • 2373 Page Views
  • 8 Images
  • March 22, 2015
00:00 Introduction-- I am a 17 years old high school student studying in America. I have great passion for CG art and I learnt most of the skills and techniques of designing and using these software on my own.

00:04 The fly-through animation was rendered in 3ds Max with VRay. I modeled and textured everything shown in this video and created the animation as well. I created base models for the steak, French Fries, bacons, tomatoes, and the pickles. Then I exported them to Zbrush. I sculpted and painted these objects in Zbrush according to various reference images after converting them to high-resolution models. Later, I converted the high-resolution to low-resolution. Then, I exported the low-resolution models, normal maps, displacement maps, and diffuse maps back to 3ds Max. I adjusted the parameters of the models, maps, and materials in 3ds Max and set up various VRay lights and an animation to render. For example, I applied the TurboSmooth modifier and the models that look coarse and hard.

00:12 A close-up shot of the vegetable part in the work. I modeled the dews on the tomatoes and pickles and then randomly distributed them on the surface of the models by using random distribution tools. I also edited the pictures of the lettuce and vegetables in Photoshop in order to create the opacity maps for them.

00:16 Another close-up shot of my work. In addition to modeling and texturing the steak and setting up its own material, I also modeled a layer of nearly-transparent sauce atop of the steak. Mint leaves, parsley, pepper and salt granites were also modeled by me to accompany the scene of the steak to make the food look more realistic and toothsome.

00:20 A close-up shot of the ketchup and its container. I modeled and textured both of them in 3ds Max. In order to make the ketchup more realistic, I sculpted the surface of the ketchup to make it look a little bit more wavy and natural. I also distributed the water dews that I modeled on the surface of the container randomly to make the scene and the food more organic and tasty.

00:24 Breakdown introduction

00:26 A 360 view of everything except the grass in wireframe

00:37 A 360 view of everything except the grass in diffuse mode

00:48 A 360 view of steak, bacon, French Fries, tomatoes and pickles rendered in wireframe mode in Zbrush. These are sculpted models. I intentionally made three different types of French Fries and three different types of bacons to give the food more varieties and natural looking. Even though I know tweaking some of the details of a single model can give them different looking, I prefer creating a food model in the way that it was created in real life. In this way, I can make them more organic and realistic.

00:54 A 360 view of steak, bacon, French Fries, tomatoes and pickles rendered in wireframe mode in Zbrush. These are sculpted models.

00:58 A 360 view of steak, bacon, French Fries, tomatoes and pickles rendered in diffuse mode in Zbrush. These are sculpted and painted models.

01:05 A 360 view of the grass rendered in 3ds Max with VRay. It was rendered in basic wireframe mode and I created the grass with the help of VRay Fur.

01:12 A 360 view of the grass rendered in 3ds Max with VRay. It was rendered with all maps and materials and I created the grass with the help of VRay Fur.

01:18 Displacement maps of the steak, bacons, French Fries, pickles, and tomatoes. I adjusted the gamma rate of the displacement maps in Photoshop to allow the models have better displacement results in 3ds Max. The picture shown was not the original map applied to the UV layouts, I stitched multiple maps together for better visualization in the video.

01:20 Normal maps of the steak, bacons, French Fries, pickles, and tomatoes. I corrected the axis orientation of the maps in Photoshop by switching color channels since the maps were created by Zbrush. Then, I applied these normal maps in 3ds Max. The picture shown was not the original map applied to the UV layouts, I stitched multiple maps together for better visualization in the video.

01:22 Diffuse maps of the steak, bacons, French Fries, pickles, and tomatoes. I corrected the color parameters of these maps and modified some spots in Photoshop. Then I applied these maps in 3ds Max. The picture shown was not the original map applied to the UV layouts, I stitched multiple maps together for better visualization in the video.

01:24 Opacity maps of the mint leaves, parsley, and other vegetables. I created these opacity maps in Photoshop based on pictures. The picture shown in the video was not the original map applied to the UV layouts, I stitched multiple maps together for better visualization in the video.

01:26 I used all these software in many of my other works. For the work shown in this video, I used 3ds Max, Zbrush, VRay, Mental Ray, and Photoshop. I also do some game environment designs in Unity 3D and Unreal Engine 4. Additionally, I also have solid knowledge and skills of using AutoCAD. I sometimes make architectural visualizations by designing the basics in AutoCAD and modeling them in 3ds Max.

01:30 Music credit: "See What I've Become" by Zack Hemsey

01:32 Personal Information

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