Rookie Awards 2024 - Open for Entries!
3D Character & Environment Models for Game
Share  

3D Character & Environment Models for Game

Gregory Loh Huang
by gregorylh on 18 Apr 2023 for Rookie Awards 2023

Character and Environment 3D models done during the 1-Year Game Art Diploma at 3dsense Media School

7 575 2
Round of applause for our sponsors

Demoreel

3D Character Model - The Female Musketeer

This was my 3D Game Character that i made as part of my term 2 character modelling assignment at 3dsense. A duration of 4 months to complete this work from April - july 2022. The idea of this assignment was to produce a high quality game-ready 3D model, fully textured (and afterwards rigged) from a vetted 2D concept of my choosing.

Throughout the duration of the 4 months, the character went through the entire 3D production pipeline of high-poly sculpting in Zbrush, Cloth generation with Marvellous Designer, Retopology and UV unwrapping in Maya, detailed texturing with Substance Painter (with fine turning in photoshop) and finally lighting and rendering passes in Marmoset Toolbag 4.

This project was a huge learning experience as i had the chance to go through the full 3D game character production pipeline and learn about all of the minute details that make a game character really stand out. I also received much constant, insightful feedback from my lecturers, classmates and even the concept artist herself.

I felt extremely compelled to work on this piece as i had always wanted to try my hand making a really unique type of character which featured many variations of clothing folds and different material types to really experiment with.

The character concept was provided with permission by Yingjia Huang

Zbrush Sculpts

3D Enviromental Model - The Roman Temple Hideout

This was my 3D Environment that i made as part of my term 3 Environment modelling assignment at 3dsense. A duration of 4 months to complete this work from August - November 2022. This assignment focused on Producing a high quality game-ready environment from an existing 2D concept for use in UE4/UE5.

Throughout the duration of the assignment, i was brought through the entire 3D game environment pipeline of blocking the base 3D architecture and forms in maya, generating drapery and cloth with Marvellous Designer, sculpting the organic forms and props in Zbrush, texturing assets within Substance painter before importing all the assets into UE4 for lighting and rendering. Additionally, Texture blending for tileable assets was used within UE4 and asset texture trim sheets made in Quixel Mixer was heavily utilised within the scene.

This project gave me a great understanding of the environment production workflow and the means of which to greatly optimise it’s performance. I also learned a great deal about lighting as i made many changes and iterations to achieve the desired ‘temple hideout’ feel that i wanted for my scene.

The character concept was provided with permission by Danny Spitz

Foreground, Midground and Background Asset Planning

Initial Blocking in Maya

Unreal Engine Beauty Shots

Unreal Engine Blend Materials and Vertex Painting on Assets

Trim Sheet for Wood & Metallic Assets

Trim sheet for Fabrics, Smaller Wooden Objects, and Ashes

Asset Lineup


Comments (2)