ELIOTT ERTA
← 3D & CGI

Graduation Animated Short Film · 2025

RUIN

BRASSART Nantes

RUIN is a collaborative 3D animated short film developed over nearly a year as our graduation project at BRASSART Nantes.

Created by a team of six students, the film brought together environment art, asset creation, character production, texturing, animation, lighting and rendering.

Throughout the production, I contributed to several stages of the 3D pipeline, with a particular focus on environment creation, modular assets, procedural materials, texturing, lighting, animation and Unreal Engine integration.

The project combined artistic development with technical optimization, using reusable assets, adaptable material systems and different rendering workflows to create visually consistent environments across multiple sequences.

Selected Film Stills

Sequence 1 — Desert, cliffs and temple
Sequence 2 — Lantern and confrontation
Sequence 2 — Creature
Sequence 3 — Underground chamber
Sequence 3 — Sarcophagus and environment

My Contributions

  • Environment Art
  • Modular Asset Creation
  • Prop Modeling & Texturing
  • Procedural Materials & Smart Masks
  • Character Clothing & Accessories Texturing
  • Lighting
  • Animation
  • Unreal Engine Integration
  • Lumen Rendering
  • Asset Presentation

Behind the Scenes

Modular Environment Design

The environments were built using modular architectural elements and reusable assets, allowing the team to create different structures and compositions while maintaining a consistent visual language.

This modular approach supported scene construction, asset variation and production optimization.

Modular architectural elements and environment construction

Props & Assets

Selected props and assets from the film’s collective production.

Props and assets — collective production

Procedural Materials

Procedural smart materials and masks were developed to create varied surfaces, including red sandstone, sand, conglomerate, orange quartzite, wood and chipped paint.

These reusable materials helped establish a consistent visual identity while allowing controlled variations in wear, color and surface detail.

Procedural materials and references

Character — Texturing & Production

I was responsible for texturing the character's clothing and accessories, with particular attention to fabric surfaces, leather, wear and material consistency.

These character presentations also show aspects of the team's collective production work.

Character — collective production views
Character — UV organization
Character — face material presentation from the collective production
Character — clothing and accessories

Production & Workflow

Geometry & Optimization

The production involved low-poly, mid-poly and high-poly workflows, texture baking and UV optimization, including UDIM-based layouts.

Geometry complexity was adapted to the needs of individual shots, balancing visual fidelity and production efficiency.

Lighting & Rendering

Lighting played an essential role in defining the atmosphere of the film's different sequences, from warm desert environments to darker underground scenes.

The production involved Unreal Engine integration and Lumen rendering, alongside Arnold rendering workflows supported by a shared render farm managed through Autodesk Backburner.

Marmoset Toolbag was also used to present selected 3D assets.

Official Poster & Credits

RUIN — Official Poster

Team

  • Clément Chevallier
  • Dorian Gendre
  • Eliott Erta
  • Eline Babin
  • Guillaume Renaud
  • Clément Charbonnier
Sound Design
Valentin Gay
Voice
Paco Grousset
Watch on YouTube ↗

Next project

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