Yolanda Díaz - Weapons, Vehicle and Prop Collection
My name is Yolanda Díaz and I’m a 3D Artist focusing on Modeling and Texturing. This entry shows two weapons, one vehicle and one prop created from February 2021 to now (May 2022) during my studies.
Wolfenstein Oldblood - Schockhammer
I created this project during my studies at Florida Universitaria. The idea was to make a fully game-ready realistic weapon. After looking through every weapon on the internet, I found the concept of the Schockhammer, a gun from the game Wolfenstein Oldblood.
I started modelling it in 3ds Max and ZBrush. The low poly was modelled in 3ds Max also, with 19k tris.
In terms of UVs and textures, I wanted to optimize as much as possible for a portfolio piece. Half of the piece was done by symmetries and with only one Texture Set. The mapping was done using RizomLab and the texturing with Substance Painter, Photoshop and Illustrator for the alpha’s creation.
For the asset presentation, I used Marmoset Toolbag 4.
Original concept by Axel Torvenius. All his concept art works are amazing.
This project was also created during my studies at Florida Universitaria. The idea was to make a hero prop that would have to be seen really close. The school gave us freedom to create the textures from scratch. In texturing work, I use to approximate as much as possible to the concept idea, so it was a new challenge for me to design a good looking object that tells a story. I had a really good time trying to achieve the burnt titanium look.
I modeled the high and low polys in 3ds Max. The low poly has 3,8k tris. In terms of UVs and textures, I wanted to personalize the piece as much as possible. It has only one Texture Set. The mapping was done using RizomLab and the texturing with Substance Painter. The presentation was done in Marmoset Toolbag 3.
For the render with nature I used Megascans.
This project was developed during the first year of my 3D modelling studies in a little school in Granada. I had to make a car from scratch in 3ds Max. Making the Shelby, I learnt a lot about getting a clean high poly topology.
The school only gave us 20 days to finish this car, so they didn’t ask for an optimized Low Poly.
Here is a list of all the Software that I used:
3ds Max | Substance Painter | Arnold | Adobe Illustrator | Adobe Photoshop | UVLayout
Firefall - Plasma Cannon
During my first years of studies, I also made a Plasma Cannon from Firefall, a PC videogame.
I had a good time understanding the 3d geometry from the 2d concept. The low poly is 30k tris. Nowadays, I know that I can optimize more than I did in this project. I also understand that I would use many symmetries if I had to do it again. Nevertheless, I wanted to post it here because I’m happy with the high poly model and the texturing. My goal was to model it as similar as possible to the 2d Concept
The modelling was done in 3ds Max, mapping in UVLayout and bake in Substance Painter. This project was the first one I textured in Substance Painter and rendered in Marmoset Toolbag 3.
Concept art by Sungbo Baek. Really cool concept, I spent a really good time understanding the volumes.
Thank you very much for getting all the way to the end of my entry. I hope you liked my work :D