Christian Piña (Christian4100) - 2022/2023 WORK
Hi all, I'm Christian and this is my first entry to the Rookies. Some of the works are done in the master I started this year in Animum, and others are self projects i made to improve in different areas like, lightning, look dev, XGen. Projects are arranged so that the most recent is at the top. Hope you like it!!!
Project 9 - Avatar Creature
This is my last project that I am doing at the Animum school, below you can see an almost final result, but I am still working on it, but since the end is on day 1 I will not be able to show you the final result, even so the only thing that there are some tweaks left.
The original concept of the creature is from Alexander "Minze" Thümler
Here you can see his work: https://www.artstation.com/minze
Although I made some changes to give it more of the look I was looking for, which was a more avatar style.
Here you can also see the process of both modeling and texturing. In addition, you can also see all the references I use.
In the modeling part, it began by creating a base mesh to which all the muscles were later made. Once it was anatomically correct, I started with the naturalized, and finally with the general and fine detailing.
For the texturing part, wanting a result that is as realistic as possible, I always like to start by dividing the project into two main folders, Color and Roughness.
For the color part, I start with a base that contains a wide variety of colors, later I add even more tones but more in accordance with the base color, highlighting areas, etc.
For the roughness part, as with the color, I start with a uniform base roughness for the whole body, and I add different layers for the different areas of the body.
Here you can see all the textures used for the model that is divided into 7 UDIMS. The maps used are in order, Base Color, Roughness, Normal and Emissive. In addition to the Displacement map extracted from ZBrush.
Also here you can see the animation mesh along with all its uvs
Project 8 - Bust
This project tried to provide the bust with the model that had been previously naturalized with fine detail, to achieve a realistic result. The next step I would like to add would be all the hair using XGen.
Here you can see the texturing process that I used and see the texturing flow that I followed. Both for the color part and for the roughness part.
Base Color:
Roughness:
Here all the textures, there are 3 UDIMS, one for the eyes, another for the mouth and the last for the face. I used for textures, in order of appearance, Base Color, Roughness, Normal. I also used the Displacement map of Zbrush.
Here you can see the animation mesh and the UVS.
Project 7 - Sword Texturing
This project that I did, was about texturing and rendering a prop, in this case a sword. For this, Adobe Substance Painter was used, for the texturing part and Maya (Arnold), for the rendering part.
Here you can see some different renders i made with distinc lightnings. I made two different metal and handle textures, with different look. One is more polish, more clean, and the other is more damaged.
Project 6 - Old Man
Once I had the naturalized model, I made a variation of the model, making an older person. This helped me to learn how to create creases, wrinkles, etc.
The swimsuit was made in marvelous designer, I did this there to practice creating outfits in that software.
Project 5 - Naturalized
Once the ecorche was finished, the next step was to naturalize it, for this the muscles were softened and layers of fat were added to the different parts of the body to achieve the final result.
In addition, also with the part of the face, blendshapes were made to have three different facial expressions in this case in order of appearance Anger, Happiness and Fear.
Here you can see a bit of the process I followed to get the final result.
Project 4 - Human Anatomy
This is the first project that I did in Animum, which consisted of creating an ecorche of a human, where all the main muscles in the human body could be differentiated.
This project helped me to know what human anatomy is like and where each of the muscles are located, in addition to learning how to model them and learn the volumes, insertions, etc.
Each color in the ecorche is a different muscle, in this way they can be differentiated quickly.
Now you can see the process that I followed for the creation of the ecorche, where I was doing each part.
Project 3 - Baby Fear
This is the robot I made for the Adobe Substance 3D - Robot Challenge contest, where the goal was to create a robot and texture it using the Adobe suite.
To make this robot, I not only modeled the robot, but also created different props to make a scene between a mother and a robot son.
Next I will show you the process that I followed.
First of all, the concept belongs to Aleksandr Pushai, you can see his work at: https://www.artstation.com/pushai
The first thing I did were some small sketches with the different parts that the robot would contain, and a small idea of what the final scene would look like.
Once I had clear ideas, I already did both the modeling and texturing of the robot and all the props.
The style that I looked for the textures was to try to simulate the handpainted style that could be seen in the original concept.
I was also in charge of making a small rig for the model to be able to pose it more comfortably, and I created a couple of animations to make sure that the rig worked correctly and the robot looked good.
Finally, she began to set up the entire stage in unreal and later created the lighting. I also created a material for the floor that would simulate that there were puddles of water.
Project 2 - Spider Robot
This is a project I did in one day. I did it to practice rendering, rigging, lighting and animation in Blender. The model was made in Maya and the other processes were all in Blender.
Project 1 - Hair Practice with XGen
This is one of my first projects this year, in which in Maya using Xgen, I wanted to focus on starting to learn how to do more complex hairstyles.
Below, you can see the renders I made of the final result, and also a few of the process I followed to give it the look I wanted.
Here you can see the guides I used to get the look I was looking for.
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