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Atia Raja | 3D of 2022/23
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Atia Raja | 3D of 2022/23

by atiaraja on 31 May 2023 for Rookie Awards 2023

Please see below my entry for the Rookie Awards 2023! It entails 2 projects I have worked on entirely myself - from an indoor environment to a 3D rigged character. I hope to present my best complete work over the last year whilst studying a Masters in Visual Effects.

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Old-Style Kitchen 

My first complete project using Autodesk Maya entailed creating a complete indoor scene. I created a kitchen environment -  adhering to an old-fashioned cottage aesthetic.

Following inspiration seen online I entirely modelled, sculpted and textured the scene. I used Photoshop to edit and organise both the UV's and texture maps for my models. 

Animated Bust

The male bust was made in Zbrush - my first time using the software I challenged myself to create human likeness in the form of a statue. 

Once created, he became a character I wanted to bring to life. I rigged, skin-painted and then animated using BlendShapes. His animation aimed to show the feeling of loneliness - reflected in the shrug and sigh I re-created. 

This project was the first I completed using my 3D skills, I became confident in my modelling and texturing ability as well as practiced working with lighting and the look-development of a scene. I used a variety of tools available in Maya to complete the environment to a standard I was happy with within a short timeframe. 

More significantly for myself, I acquired good skills in UV organisation and mapping - to optimise detail when texturing. 

                                            DEVELOPMENT

Fashion Avatar

A recent project I completed was creating a realistic 3D character from scratch. I wanted to learn all elements of the 3D pipeline - from initial sculpting in Zbrush to rigging, texturing and animating in Maya and Substance Painter. 

The aesthetic choice for this scene and environment stemmed from my personal sustainable fashion brand in which I up-cycle vintage clothing. The character design follows my target audience wearing the digital version of my clothing made entirely in Marvelous Designer. 

A significant element to this project was using displacement maps to display the detail on my low-poly character model. This enabled me to animate my characters face and body expressions whilst maintaining a realistic render. 

The process of creating this character took a lot of trial and error - I learnt many invaluable skills with this challenge, I now can correctly rig, paint skin-weights and animate a character as well as sculpt and texture. 

More specifically, I learnt XGen to produce both the head and facial hair of my model.

I used Marvelous designer to both animate and model my clothing, I textured them using Photoshop and Substance Painter, I hand painted the UV's in Procreate to replicate the hand-painted dragon on the real garment. 

                                               DEVELOPMENT

Thank you for taking the time to view my entry to the Rookie Awards 2023! 

To see more of my work and the process behind both projects see my blog at www.atiaraja.com 


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