3D Character work 21/22
A compilation of various work I've made throughout the years 2021 and 2022, since last year's Rookies competition.
The year 2021/2022 has been really intense for me as I was in my final year of university studying character modelling. Due to that, however, I have collected quite a few pieces of work to show off that I am quite proud of! Although these characters aren't perfect and I definitely see areas that could use some improvement, I am happy with the work I produced considering just how much I improved in the past year and how much more confident I've become in the craft.
Before getting more into detail of everything, below are some 3D viewers of a few characters open for inspection!
Starting off, I created a Gandalf character based on a concept created by Even Amundsen. This was my first proper attempt of a realtime character. I learned a lot of things while working on this character - especially hair cards. Before starting off with this project, I was aware that hair cards may be an issues as this was my first try of creating them. However, I learned that although the process is time consuming, the result is worth it in the end and I ended up enjoying it quite a lot.
Below is a simple preview of the character in A pose and it's wireframe.
And here are some beauty renders with the character rigged and posed.
In order for anyone looking at this to get a better understanding of what was the goal, I am attaching below the concept art piece that I used as reference. As I mentioned before already, it is created by Even Amundsen. I've asked for his permission for me to use his concept to recreate in 3D and that permission was given.
I used the basic pipeline for creating a character - starting of with Zbrush sculpt. I sculpted everything except the clothing. For that, I used Marvelous Designer as I am not confident enough in my skills to sculpt cloth in a realistic way and I thought that by simulating it I am going to get a much more convincing result. Here is my final high poly.
I created a low poly in 3D Coat and unwrapped everything in 3Ds Max.
This was my first attempt at creating a hairdo using hair cards so this was very much so a learning process. In order to do that, I used splines in 3Ds Max and placed them manually one by one. I started of with larger chunks of strands and then moved on to smaller and smaller ones. Below are how the splines looked like in the end and the final result in Max.
To finish off the project, I textured everything in Substance Painter and presented it all in Unreal Engine 4.
Next up, this was my Final Year project for my university. My objective for the project was to create a character for NieR:Automata completely from scratch to game ready character. That included everything for creating the concept art to high poly, low poly, texturing, rigging and posing.
Below is a simple overview of the character in an A pose and it's wireframe.
And here are a couple of the final beauty renders.
First things first, I had to create the concept art piece itself. It had to be a new unique character for the game but still match the overall theme and look like it could potentially be part of the game.
I did some research on the game in order to get some insight of what sort of look I am aiming for and brainstormed a bunch of different potential character designs.
I decided to go with the 4th design but to include an asymmetric big puffy sleeve from the 3rd design as well. That choice was made in order to break the symmetry and add a little bit more interest to the character.
For the colour palette I didn't have to do much as it is pretty much the same throughout all of the characters.
To finalize the concept, I wanted to create a polished off version and to make it match the actual concept art of the game. Below are the actual concepts created for NieR.
And here is my take on it with my own design.
This was my base body sculpt for the character. I did everything for scratch and at this point I was happy to move on to work on clothing, although I did make a few alterations here and there afterwards.
For the bodysuit I created everything by masking out the areas and extruding them. I thought that would be the most efficient way to create such a garment as it is very skin tight and doesn't have lots of folds that would need to be simulated.
Here is a quick look into my process from start to finish.
This is another progress picture. At this point most of the work is finished, just some stitching on the bodysuit would be added and the sleeve would be scrapped and created from a new.
For the sleeve and the boots I used Marvelous Designer (to create the base only and simulate the folds).
As I just mentioned the sleeve, I wasn't happy with how the initial one turned out so I redid everything. It wasn't as puffy as I wanted it to be.
I also decided to include a mesh glove so below is my thought process for it and some reference I used.
I used the same pipeline as for the Gandalf character: retop in 3D Coat, unwrap in 3Ds Max, texture in Substance Painter.
For the hair I also used the same method as mentioned before, using splines. Here is my progress with splines.
And this is the same progress but without the splines on top, so it is a bit more visible.
This is how the hairdo looks like in Unreal Engine 4.
For this project I also did some rigging and posing. This is how my rig looks like for this character, I also attempted to do a face rig to avoid the characters face looking quite out of place.
With my rig I created a few poses to show off my character. Here are those few poses in Unreal Engine 4. Later on I set up a little scene using particles and rendered it out.
Lastly, I wanted to take a look at another character I've made. This one is fan art for Beyond Good and Evil 2. It was based on the concept for the pig character to be exact.
Below is an overview of a character in an A pose and it's wireframe.
And here are a few beauty renders.
I sculpted everything in Zbrush and simulated the shirt, the apron and the trousers in Marvelous Designer.
This is how my final high poly sculpt looks like in Zbrush. I also created some hair with Fibermesh but just how have a glimpse of what it could look like. Later on I used hair cards and placed body hair on the arms and chest area myself.
I used the same pipeline as in my previous projects for the rest of the piece: retop in 3D Coat, unwrap in 3Ds Max, texture in Substance Painter, present in Unreal Engine 4.
Lastly, this was a project of a smaller scope but still an honourable mention! I created a stylized piece based on Thomas Chamberlain-Keen's entry in 'Box of Mystery' artstation challenge. This piece was very fun and a breath of fresh air as everything else I've been working on this year was semi-realistic to realistic.
A stylized character gave me a lot of freedom when it comes to shapes and colours. Below is the concept I based this character on.
And here is my version of it in 3D!
And that's my showcase of various different projects I finished during this year. Although it's been a difficult and draining one, I learnt a lot and excited for what improvement next year is going to bring for me!
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