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3D modelling for Film
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3D modelling for Film

Rebecca Thomason
by bekichu on 26 May 2022 for Rookie Awards 2022

Hello, my name is Rebecca Thomason this is my 3D work for my third year at Flinders University/CDW Studios. I would like to work in pre-production for the film industry. I have a diploma in makeup artistry and would love to work at a studio where I can use my abilities in both practical and digital effects.

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During my third year of studies, for our 3D modelling boot camp with Alexander Colvin we were tasked with replicating a fantasy library based on the concept provided. For the class, we mainly used Maya, Zbrush, and Substance Painter, using the UDIM workflow, following a film pipeline. The final renders were done using Arnold including UDIM textures and displacement maps.

Concept

Nathan Thorman provided the concept art for this assignment

https://www.artstation.com/nate_thor


Inspiration and Reference

For the reference and inspiration, I focused on using objects and architecture from the Medieval and Gothic time periods.

Final Image

process


Objects and Wireframes

During my third year of studies, one of the electives was Character Design with Alexander Colvin. For the class, we focused on creating a science fiction bodysuit and armour. 

Inspiration and Reference

For the reference and inspiration, I used a lot of references for the suit shape from the marvel films and the superhero suits and Sci-fi video games. The main reference for the texture came from the Antman movies and Avengers Endgame.

Sculpt

Final Image

Wireframes

For one of the self-driven projects, I chose to create a concept design for the League of Legends champion, Leona. I wanted to create a skins design for this champion following the star guardian designs.

Concept

Sculpt

Another one of my classes for this year focused on creating a scene based on an image found online. The image I chose to base my room on was by interior designer Jellina Detmar. The aim of this project was to follow a film pipeline and create models ready for subdivision, with correct topology, Uv's and to create our own textures. The programs we used for this project were Maya, Zbrush, and Substance Painter. All the items and textures in this scene are my own besides some of the background plants.

Reference

Much like any project, I spend a while gathering references and often use Pinterest as a way of saving and gathering references to uses later.

Final Image

Object Wireframes and Turntable

During my third year of studies, one of the electives was Character Design with Alexander Colvin. We mainly used Maya, Zbrush, and Substance Painter for the class. The process started with Maya where I imported the rough block out into Zbrush to sculpt the body and face. Once this process was complete I did the retopology and UV's in Maya, and the texturing in Substance using the UDIM workflow, following a film pipeline. The final renders were done using Arnold including UDIM textures and displacement maps.

Concept

The concept art that we used was designed by Ned Rogers

https://www.artstation.com/nedrogers

Inspiration and Reference

For the reference and inspiration, I wanted to use realistic images for the texture reference, and for the style, I used a lot of images from the How to train your dragon franchise and the league of legends short films.

Sculpt

Retopology

Due to the stylized nature of the character, I followed the normal topology flow as much as possible, altering where needed to fit the proportions of the characters. The topology follows the film restrictions and is all quads. Once the topology is correct the model is then viewed sub-divided and ready for UVs and textures.

Texturing and XGen

Once I had Uv'd the model I spread all parts across 5 UDIM tiles, with the head, eyes, scales, accessories/clothing, and coin all on separate tiles.

For me texturing is one of my favourite parts of the process. I find the texturing process, especially the skin very similar to special fx makeup, with the added bonus of having an undo button and the ability to edit layers after feedback. Much like makeup or special fx, I gradually build up layers to achieve my desired effect and use different colours and subtle imperfections to achieve the look.

Final Image

Thank You,

Rebecca Thomason.


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