3D Look-Dev Character Model - Blader
3D Character model completed in 6 months Advanced Diploma in 3D Modeling at 3dsense Media School.
Look-Dev 3D Model - Blader
Concept by Taekwon Kim (here)
From my game character in DGA, I realized that I needed more practice and refinement when it came to organic hardsurface modeling. I decided to go with this concept as it had forms that are not common and it laid the foundation for myself to pick up other methods in achieving better looking yet clean armor.
Her pose and her expression presented an issue with the aesthetics. I went through multiple rounds of edits to ensure that the pieces around her would make sense. Picking XGen from the get-go was tough as there were so many parameters to wrestle with when trying to achieve the desired result. Having long flowing hair was a big challenge as well, however, with a bit of time and guidance, understanding how XGen worked, helped with the end result. Deciding to do the minute details with ZBrush or Mari was interesting. I used alphas for the face but made myself pick up displacement texturing in Mari and it came as a big boon.
In all, my character was sculpted in ZBrush, edited in Maya, textureXYZ projected in Mari, hair edited in Maya’s XGen and textured in Substance Painter. Final shots were lighted and rendered on Arnold in Maya.
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