Rookie Awards 2024 - Open for Entries!
A long journey starts
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A long journey starts

by DaniGlez on 30 May 2023 for Rookie Awards 2023

Hello everyone! After a year of learning in the Animum Advance School I'm presenting my entry for "The Rookie Awards 2023". I did all these creations during the 3D Character Modeling Master's . I hope you like it ^^

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I would like to show you my project of a creature that I did during the Character 3D Modeling Degree in Animum. I started doing a basic mesh with Autodesk Maya for after export to Zbrush and start with the sculpt.

I followed the deer reference for the body's anatomy and added the details presented in the concept. For the back of its head, I used some mushroom references with a personal touch. Additionally, I incorporated a mix of concept information and ostrich references for the face and mouth.

The next step I followed was doing the retopology and UVs with Autodesk Maya, after of that, I reinported in Zbrush and projected the details from the High-mesh to the Low-mesh and fixed the mistakes. 

To continue with the process I exported the Low-mesh to Substance Painter for texturing.

For the last step, I made a pose in Zbrush and I created a scene in Autodesk Maya with a lighting set for the render with Arnold.

Turntable with wireframe

I have to give special thanks to Fabio Bautista and Guillermo Comoli for being my mentors. I've learned so much from them, thank you!

Concept by: Olga Samoilova

Here is the first bust I have done inspired in a real person. I sculpted it in Zbrush and made the retopology in Maya. The texturing process was made in Substance Painter. This character was inspired by the TV-show "Breaking Bad".

This is my NextGen project, a game-ready character. I started doing the basic mesh taking care of the human anatomy. After that, I did the clothes blocking. I used Zbrush to completed all these steps. 

The next step I followed was creating a low-mesh with less 50ks polygons. After that, I brought the low-mesh to substance painter and used the High-mesh for baking all maps for the details.

This is the low-mesh already textured.

I worked with the haircards for the beard and eyebrows. I made the hairdcards maps with XGen in Maya and baking with XNormal.

Turnaround - with wireframe

I did the concept using the AI.

Here is my first project about the human anatomy study. I started sculpting the basic volumes and placing the muscles in the correct position.

When I finished the ecorche, I started  adding the fat and skin to naturalize the model, then I exported it to Maya for the retopology and to get a mesh ready for rigging.

Thanks for watching! 


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