Rookie Awards 2024 - Open for Entries!
Maite Gomez Garcia | Showcase
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Maite Gomez Garcia | Showcase

Maite Gomez Garcia
by MaiteGG on 28 May 2023 for Rookie Awards 2023

Hello! I’m excited to be participating for the first time in the Rookie Awards. I hope this showcase, including some of my best pieces, can be proof not only of my skill and growth, but also of my passion and dedication to 3D, since I started studying it back in 2015.

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SHOWCASE 2021-2022

I want to show you the result of the hard and constant work that I have done during my Master’s Degree in 3D Character Modelling at Animum. I had some talented mentors, which have helped me fully develop as a professional in this industry. During my time at Animum, I really enjoyed working on these projects.

|    RAMONA FLOWERS

The fan art I based my cartoon character on is from the artist Arryn Senna Diaz. Ramona Flowers was created by Bryan Lee O'Malley for the graphic novel Scott Pilgrim. To carry out this project, I had to learn how to use Autodesk Maya, ZBrush and Adobe Substance 3D Painter. It was a challenge for me to sculpt a character with simplified features and a functional topology for animation, but I really enjoyed the process of creating my Ramona's 3D model.

|    SHADER AND TEXTURE MAP DETAILS

|    3D MODEL IN T-POSE

|    MESH TOPOLOGY (ANIMATION)

|    BODY AND JACKET TEXTURE MAPS - UDIMS ON MAYA’S VIEWPORT

|    RAMONA'S MODEL IN VIEWPORT (SUBSTANCE 3D PAINTER)

|    KIRIN

The concept art I based my creature on is from the artist Juan Pablo Corredor. To complete this project, I had to learn XGen and how to apply iridescent shaders in Maya with Arnold. I also studied animal anatomy and improved my Zbrush techniques. The hardest part of this project was sculpting a creature with different animal features and texturing the 3D model with to create a sea scale effect. I'm happy with the result, because there was a lot of learning along the way.

|    MESH TOPOLOGY (ANIMATION)

|    ZBRUSH SCULPTING DETAILS

|    BODY TEXTURE MAPS - UDIMS ON MAYA’S VIEWPORT

|    CREATING A HAIR COLLECTION WITH XGEN IN VIEWPORT (MAYA)

|    NILIN CARTIER-WELLS

Nilin Catier-Wells is a character from the videogame Remember Me; developed by Dontnod Entertainment and published by Capcom. In this project, I based my 3D model on the concept art by Fred Augis. Translating this character into a 3D model for videogames was a very interesting yet hard process, especially, given the limited number of polygons used to create the mesh, 100.000 triangles. For the final render, I had to learn Marmoset Toolbag and how to create the hair through cards, which was a complex and tedious process. I'm proud of the result, but I'll continue growing, widening my knowledge and improving my techniques.

|    MESH TOPOLOGY (ANIMATION)

|    BODY TEXTURE MAPS - UDIMS ON MAYA’S VIEWPORT

|    NILIN'S MODEL IN VIEWPORT (MARMOSET TOOLBAG)

|     CONCEPT ART - Arryn Senna Diaz Juan Pablo Corredor Fred Augis

SHOWCASE 2020-2021

Since I was a kid, manga and anime have always held a very special place in my life. That’s why I wanted to put it together with another one of my passions, 3D, and started modelling characters from one of my favorite manga, Naruto, created by Masashi Kishimoto. My journey as a 3D artist started after enrolling in a 3ds Max course in Barcelona. Little did I know, it would be the beginning of a long, fascinating journey. After learning the basics and graduating from the course, I continued researching and practicing 3D on my own, especially by creating 3D models. After a year, I noticed how much my work had improved and started sharing it on my social media. Apart from 3ds Max, I also used Ornatrix, V-Ray, Adobe Substance 3D Painter and Marvelous Designer to carry out this project.

|    AKATSUKI MEMBERS

My biggest challenges in this project were modelling hair in manga style. I decided to use 3ds Max’s Ornatrix to model the hair and created a unique V-Ray SSS material for the skin. In that process, parameters and skin tones had to be adjusted in order to achieve a result as close as possible to the characters’ original design.

Here is a list of the characters portrayed: Pain, Konan, Itachi, Kisame, Deidara, Sasori, Hidan, Kakuzu, Tobi, Obito, Zetsu and Orochimaru.

|    3D MODELS IN T-POSE

Here you can see the 3D models in T-Pose. For the rigging, I created a Biped Skeleton and used the Skin and Morph modifiers on 3ds Max. The rigging process was necessary for the models to be animated. The pieces of clothing, especially the robes, were modeled with Marvelous Designer.

|    CREATING A UVS SET WITH UNWRAP MODIFIER (3DS MAX)

|    BIPED SKELETON IN VIEWPORT (3DS MAX)

|    ROBES SIMULATION IN VIEWPORT (MARVELOUS DESIGNER)

|    MESH TOPOLOGY (ANIMATION)

|    CINEMATIC SHOTS

After creating a model and rigging it, I would put it together with other models in different scenarios, creating a cinematic shot. At times, I used Kishimoto’s work as a reference and, other times, I let my own creativity fly. The process of creating these cinematic shots was very enjoyable.

|   UCHIHA'S TRHONE

|   PAPER WINGS

|    ELEMENT MASKS

|    BUTTERFLY

|    AMEGAKURE

|    REFERENCES Masashi Kishimoto

I hope that you liked my entry!

Maite Gomez Garcia.


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