My Video Game 3D models made at Animum Creativity Advanced School
Quick context about my experience.
Before Animum Creativity Advanced School
I'm Alvaro, I studied a video game development & design degree, obtaining basic notions of all fields, but focused mainly on the development and programming part. I decided that I wanted to learn more about 3D, which was what most caught my attention and my current passion. I started with blender, signing up a few months later to Animum School.
Cyberpunk game character
This is my first videogame model character, made in two months
─Zbrush for high model
(The face is manually detailed, R3DS Wrap4d is used to fill some gaps with a real face scan)
─Maya for retopology and low poly objects creation
─Substance Painter / Substance Designer / Hair Strand Designer for baking and texturing
─Blender / Mixamo for rigging and animation
─Unreal Engine / Marmoset toolbag for real-time visualization
─Photoshop / Premiere Pro for final touches
100k tris / 4 Uv-Sets
I wanted to go one step further and learn some rig and Unreal engine and could not be happier. I would never forget the first time I saw one of my characters coming to life.
Unreal Demo Reel
Music, Lighting, UI set up, scenario set up, and physics by me.
Animations and NPC´s from mixamo.
3D meshes from an asset bundle.
UI elements from an asset bundle.
Zbrush high model
4 UV sets used
The rig was made on Mixamo, then adjusted and upgraded on Blender, creating all extra rig controls with Mixamo add-on for Blender. All animations come from Mixamo as raw motion capture data and then the retarget was made on Blender with that Mixamo add-on.
Tech demo about scenario set-up and physics applied to the character.
Low poly axe
Game ready axe with 2004 tris made in Animum Advanced Creativity School
Retopology & texturing / 1 UDIM
─Maya for retopology
─Substance 3D Painter for baking & texturing
─Marmoset toolbag for real-time rendering
Concept provided by Animum
(When exporting to Viewer, there is a Metalness workflow to Specular workflow conversion, so Albedo & Reflectivity channels are a little messed up)