Homunculus and Poor Jerry
These are two of my works created during the Computer Graphics Master course at SkyUp Academy. "Homunculus" was a challenge given to me by the professors that allowed me to test my skills with various software, while "Poor Jerry" was a personal challenge where my goal was to achieve a visually impactful result by lever
"Poor Jarry" is a 3D character sculpted with ZBrush, textured in Substance Painter, and rendered with Maya and V-Ray. Based on a soldier termite, it was later parasitized by a colony of fungi. I wanted to experiment and test my skills in texturing and look development.
My concept sketches for 'Poor Jerry
A 3D scan of my maquette, made during the clay sculpting module at Skyup Academy, was used as a reference for the sculpture in ZBrush.
Render pass
I studied the character to give it bioluminescence caused by the fungi
My personal challenge was to work extensively on the sub-surface scattering, which varies from the flesh that makes up the body to the hard parts such as the tusks. I focused a lot on making the fungi realistic but with a slightly mystical effect. I made the stems more transparent and the caps more opaque to create variation, and I added crystal-like growths that have a more transparent and crystalline sub-surface scattering. I didn't use transparency or translucency, but only mixed sub-surface scattering channels together.
reference
"Homunculus" is a 3D character sculpted with ZBrush, modeled, lighting and rigged in Maya, textured in Substance Painter, groomed with V-Ray fur, cloth in Marvelous designer and rendered with Maya and V-Ray. This character is based on Elliot Chamberlin's concept. I recreated it following the original style and proportions, adding a base that matches the character. It was made with the help of three classmates. I took care of the entire texturing, sculpting of the character and its elements, grooming, shading, lighting, and look development.
render pass
beuty
reference
Comments (4)