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3D Blastoise and Giacomino il dioramino
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3D Blastoise and Giacomino il dioramino

by giuliochiaramonte3d on 23 May 2023 for Rookie Awards 2023

Check out these 3D creations I made at SkyUp Academy! It's a combination of a 3D sculpture of the iconic Pokémon Blastoise and a sweet little diorama. I'm so proud of how they turned out as they're my first works at SkyUp.

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3D BLASTOISE

"Blastoise, shellfish Pokémon. Evolved form of Wartortle. Its strong point is power rather than speed. Its shell is like an armour and the attacks with its rear hydro cannon are practically unbeatable."

Starting with this awesome concept art, my goal was to bring it to life in three dimensions. I diligently searched for all the relevant references that could be useful for my project.

I used Z-Spheres to get the volumes right then i started working on shapes keeping everything basic. Once i got the volumes right i started adding the details and at the end i used the alphas and the dam standard brush to get the right surface details. I used mask to pose the model like the character in the reference.

The model was finally ready for the render so I imported it on Maya, set the cameras to get the right frames and a basic light set-up. This was rendered on V-Ray.



GIACOMINO IL DIORAMINO

The inspiration for this render is an Andreas Rousonelis' diorama.

The first step was to get all the references right, so I searched for similar objects in order to get the correct shapes then i studied the materials to understand how to replicate them.

Once i got my pureref ready I started doing the blockout and setting my camera and truly understood how essential getting the right focal lenght is. The modelling part was entirely realized using Maya for the Hard surface modes and Z-brush for the organic ones like the deer on the left.

Thanks to this project, learnt about the immense amount of work involved in dealing with UVs.

For the texturing process, I employed Substance Painter as my go-to software. I began by creating a basic blockout to establish separate materials, sketching out the colors and roughness. Subsequently, I incorporated various dirt layers and imperfections to achieve the desired level of realism.

Finally, I completed the lighting setup using Maya.

And now, presenting the much-awaited final result!



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