Portfolio - 2019, at University of South Wales
Hey Christopher Williams here!, thanks for checking out my entry. Three of these projects were done in the last 6 months, with the last project being a favourite from last year. Just finished my final deadlines in Year 3 at Game Art in University of South Wales: https://www.artstation.com/thirded
Software: Zbrush, 3DS Max, Maya, xNormal, Mari, Marvelous Designer, Substance Painter, Marmoset Toolbag, Photoshop.
The aim going into this project, was to learn and experience the adventure of a full next-gen character pipeline. Before the project my experience was limited to heads, busts and sculpts - so a full character was something I needed to do.
The concept was based off a sketch from Faraz Shanyar. I wanted a Character concept which was simple in it's idea, but I could push to my limit within realistic Game Art production.
The biggest struggle in this project, was re-topping the high-poly Jacket from Marvelous Designer, with the best topology for form/silhouette and baking. Especially around the collar I ran into normal baking issues. Second challenge in this project was the hair cards, making the texture was fine ( though I need to be more efficient with how much hair textures I need on one map). But placing the hair cards is where it gets difficult, it'a great challenge that I'll hack away at over this year.
Software: Zbrush, 3DS Max.
From beginning with my BA (hons) Game Art, Character art was always and still is the main goal. But the further I emerged myself into the CG community as a whole, I saw so many over different mediums of CG which I looked at and thought "I HAVE to give that a go".
And that's the story with this project, from seeing Gaël Kerchenbaum's work, I was immediately inspired and wanted to dive straight into studying an animal with the aim of dipping my toes in the ocean of Creature Modelling.
When starting the project, I really wanted to do it the traditional method. Getting out the old animal anatomy books and build this sculpture from muscles to skin. It was super fun finding out how similar human anatomy is to lion anatomy, and found it some really interesting stuff.
Even though if I've been mainly in Game Art for my 3 years of CG experience at uni and in my freelance ventures/personal work, Creature Modelling for Games or even for VFX is something that seemed really exciting to me after doing this project.
Software: Zbrush, Marvelous Designer, 3DS Max, Maya, Substance Painter, Mari, Marmoset Toolbag.
This was a very short 2 week project, trying to push myself to the pace of industry production for next-gen character art would (in my head) be like. I also decided to try different challenges and skills that I haven't shown on my portfolio: Making female characters, as well as making my first ethnic character.
I felt with another hard-core week of work towards this project, I could've had a full character done in 3 weeks. In industry this probably wouldn't happen, as I'm sure they'll be small problems/iterations which will need to be done to the mesh, but making a bust in half a month was a success to me.
Head Chef Jeff
Software: Zbrush, Maya, Marvelous Designer
This was a piece which I uploaded last year to my rookies entry (along with 3 other pieces), and it will be the only one from last year which I'll upload to this years entry (since this'll be my last year in uni, wanted to bring it out for old good times sake)!
This is a character universe I want to explore more, since it's one of the few times I tried shovelling at a how concept for my self, and it was super fun.
And with that, thanks for checking out my entry. Cheers to my teacher Pierre Benjamin, and everyone at USW who has helped me over the last three years, great university course which I learnt so much from. Also cheers to this amazing community in CG, everyone in it always are so kind and supportive it's incredible.