• Olaf Gillot
    3D Game art Portfolio

    3D Game Art & 3D modelling
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Some of my best and most recent work

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"Mosquito" Spaceplane

Render

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"Mosquito" Spaceplane
Render

An orbit capable spaceplane. Created for a game jam where I was the only 3D artist. Because of this reason I decided to experiment with style and created a very low-poly hard shaded model with semi-realistic PBR textures on top. I was satisfied with the end result and this style allowed me to create assets at a fast phase.

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Vista Class Cruiseship

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Vista Class Cruiseship
Render

A large cruise ship I made in Maya. Textured using Photoshop and textures from "Textures.com". Reason being that Substance Painter was not available during this project.

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Generator - RITE of ILK

3D Model

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Generator - RITE of ILK
3D Model

Interactive Generator based on concept art by Maurice Diemeer for the co-op exploration & puzzle game: RITE of ILK by Turtleneck studios. Modelled in Maya 2014, textured in Substance Painter and implemented in Unreal Engine 4.

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1865 Gatling Gun Diorama

3D Model

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Gatling Gun 1865
3D Model

An 1865 style Gatling Gun using in the American Civil War. Modelled in Maya, textured in Substance Painter.

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Button - RITE of ILK

3D Model

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Button - RITE of ILK
3D Model

A large button made with concept art by Maurice Diemeer for the co-op exploration & puzzle game: RITE of ILK by Turtleneck studios. Modelled in Maya 2014, textured in Substance Painter and implemented in Unreal Engine 4.

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Crane Variation 1 - RITE of ILK

3D Model

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Crane Variation 1 - RITE of ILK
3D Model

A 3D model of a fantasy crane made for the co-op exploration & puzzle game: RITE of ILK by Turtleneck studios. Modelled in Maya 2014, textured in Substance Painter and implemented in Unreal Engine 4.

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Abandoned Train Tunnel

3D Model

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Abandoned Train Tunnel
3D Model

Made this little diorama from trains I had made a while back, decided to give them some weathering and put them in a little derailment scenario.

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Steam Engine & Pump

3D Model

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Steam Engine & Pump
3D Model

I made this model a while back to test animations in Unreal 4, unfortunately Unreal 4 turned out not to import positional & rotational animations made in Maya, so I'm stuck using it in Unity 5 if I want to see the animations. For the modelling and animating I used Maya 2016, Texturing was done in NDO and Substance Painter.

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Cable car support frame - RITE OF ILK

3D Model

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Cable car support frame - RITE OF ILK
3D Model

A 3D asset used in game to support the cables to a cable cart. Made for the co-op exploration & puzzle game: RITE of ILK. modelling done in Maya and texturing in Substance Painter.

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About Me


A short introduction

My name is Olaf Gillot, I am 21 years old and I aim to make 3D assets that help immerse the player in environments and stories. I love working together in teams and always aim to make the most out of any project.

I spend a lot of my spare time practising my modelling skills, texturing skills and knowledge about game design and its terminology. While my main interest and skillset is 3D modelling and texturing I constantly expand on a broad range of side traits so I can have decent conversation with for example a developer or an audio designer and not constantly need to ask explainations about the terminology being used. When I am not doing anything related to 3D art and game art I enjoy playing games, watching movies, going for walks and hanging out with friends.

My Skills


A slice of my knowledge

3D modelling

I started working in Blender about 6 years ago. When joining MediaCollege I picked up Cinema 4D and learned most of the ins and outs of making a game model in that. When realising Cinema 4D wasn't going to do it for high-end models I switched to Maya 2016 for most of my modelling work and Mudbox for sculpting. Occasionally I still use Cinema 4D because of it's neat spline tools and easy to use physics system.

Texturing

Ages ago I did texturing in Photoshop. I would unwrap a model, render the UV layout to a PNG and fill in the UV spaces with textures. When learning about PBR materials I used NDO and CrazyBump to generate/paint normals and sometimes even hand-painted the roughness maps. This quickly changed when learning to use Substance Painter, which is now my main tool for texturing. In rare situations I still use NDO or DDO. I found that sometimes NDO is slightly faster to make specifc types of detail in a normal map compared to baking a high poly or using Substance Painter.

Animation & Rigging

Animation was something I got interested in really soon when starting to learn Unity, adding moving assets to an environment instantly gives it so much more feel. I mostly animate non-humanoid non-organic models, such as machinery, weapons, collapsing buildings and so on. Rigging isn't my best skill, I do know the basics but getting better in humanoid animations and rigging is definitely on my to-do list.

Game Engines

The first game engine I learned was Unity 4 and later 5. I loved the interface but hated needing to ask a programmer to do even the simpelest things for me, like triggering animations by walking in trigger boxes and such. After working with Unity 5 for over a year I started to learn Unreal Engine 4. I instantly fell in love with the Blueprint system which allowed me to do a lot of the basic programming myself.