Rookie Awards 2024 - Open for Entries!
At first everything was dark
Share  

At first everything was dark

Esteban Campos Polo
by EstebanCamposPolo on 25 May 2023 for Rookie Awards 2023

These are my projects with which I begin my career in this magical world.

6 514 2
Round of applause for our sponsors

One of the most important parts when creating a project is the search for references, which is the basis that will set the direction of each of its parts.

In the document created I start with the central part that is the concept of my CREATURE in this project.

I analyze how I am going to treat each geometry and what its structure is going to be in terms of how to compose this geometry, texturing and the final position that it could compose.

Once the search for references is finished, I continued creating the base mesh, then exported the file so I could start sculpting it in Zbrush. Beginning with the volumes of each of the geometries separately. Once finished I made the retopology and a projection in Zbrush of all the levels to later detail each part of the character before texturing it.

After having done Uvs, projected and baking, the next step was to paint with Substance the textures that I will later export and apply in Maya to then light and render with Arnold.

After applying the texture maps and doing various poses, I take the one I'm going to treat as the final render and groom it with Xgen.

I then create the final lighting structure and render the final image for this Stone Golem character.

This is my first full character, I hope there are many more and that you enjoy the result as much as I have enjoyed both the path and this final image.

The Concept Art of this character is by THIAGO ALMEIDA.

This project would not have been possible without my tutors, whom I thank from the bottom of my heart.

I present to you my cartoon project which is also my first cartoon project.

The conception of this character has been based on the same workflow as my creature.

We begin with the search for references, creation of the base mesh and sculpting of volumes.


Next we carry out the retopology of each geometry, always naming each one properly since at the time of baking it should always be like this to avoid baking problems between low and high and that the textures are applied correctly. 

I create the UVs of each of the geometries.

In this case we will not make a projection of the geometry since the displacement parts are created with the normal map that i get in the baking in addition to the texture painting process.

Texture painting, Map export, Pose, Lighting and final Render.

This is the final render of my 3D character.

Concept Art is by #SnufkinWasHere

In the same way I thank my tutors for their feedback.

I wish you like it.

This is my character project for videogames.

After the step of the search for references, creation of the base mesh and sculpting, I made the retopology for this character with limited polygons divided into body (skin areas), clothing and props, then going on to create the hair with hair cards, this hair It was created with a mesh and all the map processing was done for the construction of the image and its subsequent use.

After creating the texture set and baking uvs and painting the textures in substance painter, I did the posing of the character and then did the texturing, lighting, processing and rendering in Unity, although I also did some testing in Arnold.

This is my Human Bust project, with all the process involved in carrying it out.

Sculpt

Textures

Renders


Comments (2)