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Xhesi Beqiri Modeling and Texturing
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Xhesi Beqiri Modeling and Texturing

Xhesi Beqiri
by XhesiBeqiri on 26 May 2023 for Rookie Awards 2023

some of my works

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Fairy jar

This one was a project gived me by the teacher at Skyup Academy.
The most challeging parts for me on this one was understanding the wiring of the strings, making the curves to be accurate and realistically wired in maya, the translucent materials in the vray ipershade and to make a realistic sand material without the use of particles simulation, i think that in the end i did a decent job considering the time that we had to deliver the final renders.

SW used :

Maya, Zbrush, Substance Painter, Photoshop, rendered in Vray.

Responsible for all the aspects.

process: (imgs under)
-irl reference collection in pure ref for everithing (strings type, metal, glass jars ecc), expanded later in the process 
-mesh volume blocking based on the main reference recived 
-perfectioning topology 
-finding and modeling a good base
-detaling and adding some imperfections for realism
-uv (Multi UDIM)
-texturing (Substance painter)
-Lighting 
-Rendering

Last img is Reference given(sx) and reference found for only the base (dx)


Chesty

a cute friendly robot!

this was my entry for the robocute challenge here at The Rookies.

The hardest part for me it was to make something simple but cool which i think is a incredible difficult task but i had a lot of fun doing this one. i really love his happy expression. 

SW used:

Blender, Substance painter, Photoshop

Responsible for all the aspects

Process:

-cute proportion study 
-Started thinking about the head
-making different types of head to see what i like more
-making some cute expressions
-thinking and making different types of body 
-thinking and making different arms and legs
-making fingers
-making cute pose
-uv (Multi UDIM) 
-Texturing in substance painter 
-little fire sim
-Render
-modifying mouth and eyes to make it cutier 
-Final renders

Material References

Ogre

a Ogre sculpted from the drawing of Paul Bonner (second img is ref)

This was the work i loved the most at that time because i was able to have a really good level of detail in my opinion, a lot of satisfaction in this one.

SW used: 
Zbrush
Responsible for all 3D aspects.

Process: (very few imgs under)
-blocking the face
-spotlighting the ref 
-blocking the body 
-blocking the armor
-blocking sword
- detailing


unluckly i dont have a lot of material of the process for this one because it was deleted from the drive

Leonida(f)

For this one i got inspired by the "300" movie and i thought that it will be intresting sculpting a  female version of Leonida in a sort of epic pose.

i started by taking all the references i needed. 
Helmet - Facial expressions - Footwear - Sword - Shield - General ones

SW used :
Zbrush - Daz3D


Responsible for all the aspects.

Process: (imgs under)
- took a base female char from Daz 3D and pose it
-facial expression 
-made some blocking level sword , shield, sandals and lower protections  (i modeled the helmet a long time ago in zbrush with zmodeler mainly so it was just a matter of fitting it)

-made fibermesh for the helmet

-made the cloth sim for the cloak and the skirt and adjusted the mesh compenetrations in maya
-made the strings and the sandals

 -started the detailing process 
-done the "stair like" stand





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