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The Plight of Ashiya
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The Plight of Ashiya

by rishipavank on 20 Apr 2023 for Rookie Awards 2023

This is my project form Mentorship term at Think Tank Training Centre, mostly based on this concept by Sun Haiyang: https://www.artstation.com/artwork/Ea9zgn This character was made with the intent of showcasing my Modeling, Sculpting, Texturing, Grooming, Look-dev skills.

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Reference Board

Modeling and Sculpting

I used Zbrush to sculpt the characters body, the snake, the outfit, parts of the katana and add further details onto various props. I used Maya to model the props and retopologize everything. The Kimono was constructed with the help of Marvelous Designer and simulated to get accurate foldings which were further enhanced in Zbrush.

Hair

X-Gen was my go to tool for creating the hair for my model. I had to look for live references for the groom initially which helped me understand the flow of the hair. 

UVs and Texturing

The UVs for the whole model was done in Maya and a UDIM workflow was employed to maximize the Texel Density. The baking process was done in substance painter to get various maps and smart masks which were further used in the process. The characters body and the outfit were textured in Mari while the props were textured in Substance Painter.

Look-Dev

Once the Textures were finalized I brought them into Maya and built shading networks in Hypershade. The goal was to make it as simple as possible and get it working. The most challenging part in this section was getting the snake to look ethereal and iridescent for which I've used a color corrected normal map for the Diffuse, Self-Illumination, Opacity map and Refraction. The skin had multiple materials to it and I had to layer them to achieve the look.was employed to maximize the Texel density of the shells. Once this was setup, I've moved onto substance painter to bake various maps and smart masks for the models and then the characters body and outfit were textured in Mari while the props were done in substance painter. There was a constant back and forth between these software and V-Ray renderer to get a feedback and change the textures accordingly.

Rendering and Compositing

I've used V-Ray renderer and composited in Nuke. The lighting setup was fairly simple but took a good amount of effort to get it right. I've enclosed the model in a box to maximize the reflections enhance the GI. Here is how the lighting setup looks.

Thanks to everyone who has helped me in making this project a reality.

Email: [email protected]

LinkedIn: https://www.linkedin.com/in/rishi-pavan-konapala-726513149/

Artstation: https://www.artstation.com/rishipavan

Demoreel: https://vimeo.com/815692774


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