Check out all the Rookie Awards 2022 entries!
3D Modeling
Share  

3D Modeling

Jonathan Teo Lik Hang
by jonathantlh on 18 May 2022 for Rookie Awards 2022

3D Models done during the 1-year Visual Effects and Animation diploma at 3dsense Media School

6 44 0
Round of applause for our sponsors

LookDev Character Production

At the beginning of the project, I started to sculpted the main shapes and proportion from a base mesh wtih T-pose and did blockout the armor. I have found various reference for the important part like face details, hair and armor. For the armor, I've did a lot of study from many different references based on ancient chinese warriors and did some combination from different armors design for my character. After all the blockout done, i had done the retopo for the armor and face to support good and detailed deformation and most of the armor i used zremesher to do the retopo and some used maya, for the faces i used zwrap to retopo it. I used marvelous designer to do the clothes, hat, ribbon and the flag. For the unwrapping, I used maya to do unwrap and UV layout, for the armor with simple shape I unwrap in maya and the armor with organic shape such like the dragon ornaments and clothes, i used the quick UV master tool to unwrap it with apply the polygroup on the mesh. The pose was using the tranpose master, but not too decent result so I also tweak it in maya and let it look more natural. Skin, face expression and hair was very important for this charater, to let it look more realistic, I had spent a lot of time on these to make it more realistic and natural. I textured it all in substance painter except the face and hand skins using xyz map in mari. At the render stage, I render the scene using arnold and I did some fire lighting to make the atmosphere match his pose and bring out the storytelling.

Hard Surface Production

This model was a concept by Alexey Pyatov, and it a mech from a game. At first, i wanted to do something challenging and i found this mech that i thinked was the most suitable for me so i decided to do this mech. I modelled the whole project in maya. I retopologized the model that would work for film production. I wanted to do it like its in a mecha garage, so i tried to do the lighting like surrounding the model and played with the intensity of the lights. I used the UDIM workflow for the texturing and baking by using substance painter. I wanted to do the secondary details just like the mech came back to the garage after a war, so i study a lot of reference to make the details logistic and was useful and make sense for the mech.


Comments (0)

This project doesn't have any comments yet.