3D Modeling - Game Character, Environment, ZBrush, & LookDev Character
A compilation of works from the 1-year Game Art Diploma and the 6-month Advanced Diploma in 3D Modelling at 3dsense Media School.
3D Game Character Model - Raven
This game character, Raven, is done during the 2nd term of diploma studies with 3dsense, total cost of which is at 83k tris.
I have gained a lot from the experience, especially as it was due within a short timeframe. Looking forward to continue my exploration into more character works in the future!
Thanks to Sunong for kindly giving me permission to use their amazing artwork as referenec!
4 x 2048 texture sets for the model
1 x 2048 for the hair cards
Lighted and rendered in Marmoset Toolbag 4.
Keyshot Sculpt
Turntable
ZBrush Turntable
3D Game Environment Model
Set in a German Occupied, French restaurant during the 2nd world war.
An assignment for the 3rd term in 3DSense and my first time creating an environment from scratch at this scale, at a really tight timeline as well. A heck of a lot was gained from this experience, from trims to reusing assets creatively and decals to shake things up. The project is rendered mainly in Unreal Engine 4 and is also VR capable.
Thanks to Vincent Wu for kindly giving me permission to use their amazing artwork as reference!
Environment Flythrough
VR Interaction
Beauty Shots
Asset Layout
Asset Details
Zinogre
Done during my 1st term with 3DSense. It was my first time on ZBrush and it was a lot of fun getting in the details and learning about ZBrush in general!
Turntable
Look-Dev 3D Character - 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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