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3D Game Art Showcase
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3D Game Art Showcase

Shannon Flint
by sflint on 25 May 2023 for Rookie Awards 2023

Here are two of my projects from 2023 showcasing my educational journey learning 3D modeling. I'm currently a student at CG Spectrum in the Advanced 3D Modeling course. I enjoy creating game assets and hope to break into the video game industry once I graduate in 2024.

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Quetzalcoatl

For my first ever ZBrush project, I chose a creature sculpt designed after the Aztec Quetzalcoatl, a mythical feathered snake deity. I pulled reference from the Yucatán rattlesnake for the body and the Ecuadorian quetzal bird for the wings, tail feathers, and red and green color scheme.

I created a block out in Maya that I then imported into Zbrush. I shaped the head, body, and rattle, before reposing the creature into a more dynamic pose.

The biggest challenge I faced with this sculpt was the feathered wings. I decided to model the feathers individually, creating 2 versions of each of the 6 types of feathers that make up a quetzal wing. I then hand placed each feather and molded it to the shape of the wing.

I used surface noise to add the scales to the back of the snake and hand sculpted the scales on the head and neck to better blend the size and shape.

I retopologized my high poly model in Maya using quad draw. From there I imported and baked my high and low poly models in Substance Painter and hand painted the diamond back scale pattern, mouth, and feather textures.

Greek Sci-Fi Helmet

This project was my first foray into hard surface modeling in Zbrush.

Concept Art by Forrest Imel

I created the initial block out in Zbrush and then separated it into the different components. I used Zbrush to polish and refine most of the pieces.

I used Maya to refine the more technically challenging components, like the forehead piece, before reimporting into Zbrush to hand sculpt the lion crest.

I used alphas to add the decorative elements to the final high poly model, which I then projected onto the low poly version using a normal map.

I textured the helmet using Substance Painter.

 Once the initial model was complete I decided to add the cape and clasp to give it a bust-like quality for the final render.


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