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Lim Jie 3D Modeling Showcase | Rookie Awards 2023
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Lim Jie 3D Modeling Showcase | Rookie Awards 2023

Lim Jie
by limjie31 on 1 May 2023 for Rookie Awards 2023

This is my submission for the Rookie Awards 2023, a compilation showcase of my 3D modelling works as a digital animation with game development student from mid-2022 to the present.

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Hello! My name is Lim Jie, and I am currently studying for Diploma in Digital Animation at The One Academy, Malaysia. My specialisation course is 3D Modelling, and here is my submission for this year's Rookie Award. There are 2 projects that I want to share in total. I hope you enjoy it!

AK-47 / AKS Kalashnikov Assault Rifles

This project was my first hard-surface modelling assignment in college. At that time, I was uncertain of what to model, so I decided to go for one of those basic weapons that appear the most in games and animations to develop and practice my modelling skills, which is an AK-47.

To model a weapon that can be used in games and also in animations requires a lot of research and understanding of how the weapons are built, and the function of the parts in order to model a model that is accurate and functional. During the first stage, I did a lot of research online and tried my best to understand every part of an AK. 

Below are my texture maps and Marmoset 3D viewer.

This AK-47 project was done mostly using Autodesk Maya for modelling, Adobe Substance Painter for texturing, and Marmoset Toolbag for rendering.

Steve Rogers - Avengers: Infinity War

This is my first character modelling project in college. At that time, I think Captain America in Avengers: Infinity War has a very unique design, so I started modelling him. I encountered a lot of challenges in the process, such as getting the hair right, and also building his costume and sculpting in Zbrush to be as accurate as possible. 

Here is the video showcase of my character. 

Below is my modelling process of the character. 

At first, I sculpted the head in Zbrush.

I painted the specular and roughness map in Zbrush.

Then I modelled the eyeball containing 5 layers of mesh: cornea, limbus, iris, inner lining and fluid. Then I textured the cornea in Zbrush. 

Then I did some look development test render in Maya with skin texture, displacement map, specular map, and roughness map.

I also generated the eyebrows and eyelashes in Maya using Xgen Interactive.

Then I generated his hair in Maya using Xgen core.

After setting up the scene file, I did some test render in Marmoset Toolbag.

Then I also sculpted the expression in Zbrush.

Then I started blocking out the costume in Marvelous Designer. This was the toughest challenge for me because it is my first time using Marvelous Designer. I also realised how complicated his suit is, but I still tried to block it as much as possible so that I can have a better base to sculpt in Zbrush. 

As mentioned, I brought the costume into Zbrush to further refine it by sculpting.

In the meantime, I rigged the character in Maya and posed it, then used blend shape to make the Xgen follow. 

Then I did some hard-surface modelling for his props. 

At last, I textured the costume in Adobe Substance Painter.

I also did some skin and Xgen refinements afterwards. 

That's all for my project showcase. Hope you enjoyed the process! It was fun creating these amazing models in my student career, and I am looking forward to more adventures in the future. Thank you!


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