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3D Modelling - Film
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3D Modelling - Film

Joshua Ariel Ignanto Indarto
by joshuaignanto on 24 Apr 2023 for Rookie Awards 2023

Compilation of 3D Models done during the 1-Year Visual Effects & Animation Diploma at 3dsense Media School

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Warcraft Orc LookDev 3D Character Model

Breakdown

Progress

Sculpting an Orc in ZBrush can be a fun and rewarding experience.

Gather reference images: Collect reference images of Orcs to help you understand their anatomy, proportions, and overall look. This will help to create a more realistic and believable sculpture.

RefBoard

1. I used DynaMesh to create a base mesh. This will allow me to easily shape and sculpt the form of my character.

2. Block out the major shapes: Using basic brushes, start to block out the major shapes of Orc such as the head, body, arms, and legs. Try to create a strong silhouette for my character.

Refine the shapes and add details: After I have the major shapes blocked out, I start to refine the shapes and add more details to my Orc. Use different brushes to create the textures and add fine details such as wrinkles, scars, and muscle definition. 

1. Create accessories: To give the Orc more personality, I create accessories such as armour, weapons, or jewelry. Use the same techniques as before to create these items.

2. Polish and refine: Once I am happy with the Orc sculpture, I use the polish and refine tools to smooth out any rough areas and refine the details.

I use custom hair brush to add hair for the Orc. This will help to create better shape and silhouette for the face.

I continued to create the accessories with lowpoly blocking in Maya, and export to ZBrush for detailing such as scratch, damage, and secondary details.

Import the Orc Model: Importing the Orc model helped me understand the size and shape of the armour that I want to create. 

I use the scale and move tools to resize the position the object over the Orc's body. Use the modeling tools in Maya to refine the shape of the object. Add additional edge loops, extrude faces, and use the smooth tool to create the basic shape of the armour. 

After that, I create additional armour pieces: Repeat the previous steps to create additional armour pieces, such as gauntlets, boots, and a belt. 

After I completed the modeling and sculpting, I used the Transpose Master plugin to pose my character. This will allow me to pose my character without damaging the geometry. 

Refine the Mesh: Once I have the posed mesh, I refined it by using the sculpting tools in ZBrush to smooth out any rough areas and add details.

The next step is to test out the displacement map render in Maya Arnold. I adjusted the displacement settings to achieve the desired effect and also adjusted the height, sharpness, and subdivision settings to control the level of detail in the displacement.

I unwrapped the Orc's face lowpoly mesh in Maya with 3 UDIM textures and painted the albedo map, roughness map and specular map in MARI. MARI offers a variety of brushes, including paint brushes, smudge brushes, and clone brushes. I used image stamps and stecils to add patterns and details to my textures, such as vein, dirt, and scare.

For the teeth and gum texturing, I used Substance Painter. With the help of substance painter, I am able to paint the details and make it look realistic. 

Use masks to control where textures are applied: Substance Painter allows me to use masks to control where my textures are applied. 

Masks can be used to restrict painting to specific areas of my model, such as edges or crevices to achieve the desired effect.

I use Xgen in Maya to create the Orc's hair and beard. At first I created the hair guide in Xgen, then converted it to Xgen interactive grooming for the small detailing.

Hard Surface 3D Modelling

Reference


Breakdown

Progress

For my hardsurface modelling project, I used reference from Weta Workshop.

Here are my lowpoly Maya blocking:

Second stage of blocking:

Wireframe shots

Close-up Shots


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