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Ashe Daniel | ESMA Student | CG projects 2023
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Ashe Daniel | ESMA Student | CG projects 2023

Ashe Daniel
by AsheDaniel on 31 May 2023 for Rookie Awards 2023

Hello! My name is Ashe Daniel. I'm a student at ESMA Lyon, specialising as character and creature artist. Below are projects I've done over the course of 2023. They are comprised of school works and a personal project. I've done breakdowns for each and I hope you'll enjoy the read! IG: @ashedaniel.art

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Horse groom

(I tend to name all my projects with a goofy name to keep my hard-disk a bit light hearted and give my creations a bit more life)

Thus, I present "Alphonse the Honse"

This project was done at ESMA as a part of my course work to cover basis on grooming and hair shading.
We used xgen interactive as a part of our course and Pixar's RENDERMAN to texture/shade and light our animals of choice. The project spanned a few weeks in tandem with other subjects.

I chose a grey Friesian horse as my subject - my moodboards were loosely inspired by the Mearas from Lord of the Rings.

Process and framing

As with most of my projects, I began the process by sculpting a base in Zbrush after finalising my references. (I tend to go back and forth through the course of projects and change my base mesh, as working with displacement can be tricky - I update my base mesh along with the details that I sculpt on higher subdivision levels)

Once I was satisfied with the overall base shape, I took the model into Maya to retopologise and do the UVs (2 sets, one for grooming and another UDIM set for texturing) and brought it back to Zbrush afterward to push the forms even further. Many strokes of the stylus later I brought my mesh back into Maya to start my groom in x-gen.

I chose to use a mix of x-gen core and interactive to formulate my own workflow for this project -  I found placing/shaping guides and getting a good base was more flexible while using core, and eventually, I converted my groom to interactive to deal with modifiers.

(I did sculpt the entirety of the horse's body however, within the allotted deadline for this project I didn't have enough time to groom and shade all of it. As such I focused my attention on just the head and neck)

Displacement and Surface detail

I was intent on practicing surface detailing, but in order to save time and meet the deadline I isolated it to the areas in which the coat (the hair that covers the whole body of a horse) was shortest. This gave me further flexibility to change my framing. While the end result was subtle, I really value the variation it brings to the final image.

All details were hand sculpted with the help of a few skin and wrinkle textures I found online. The end result was a combination of human forehead and neck alphas!

Overall, I was quite satisfied with my first deep dive into x-gen. I look forward to future projects involving groom and maybe discovering new tools... I'm looking at you Houdini/Yeti.

Croc on a roc

aka Paleosuchus Palpebrosus or more commonly known as a Dwarf Caiman.

(Technically he's an alligator but alligator doesn't rhyme with rock... so..)

This was another project done for my coursework at ESMA. The aim here was to discover the whole pipeline from conceptualization to final output of an organic creature. As usual, we used Maya and RENDERMAN for lighting and shading, but we were given free rein for use of texture painting and sculpting softwares. I chose to use Zbrush and Mari.

We were set with a limitation of a small creature, and as my personal goal was to execute complex displacement I went with a juvenile alligator.

process and framing

The process for this project was very similar to my horse. I followed the same logic for making my base mesh as before - the challenge for this, however, was the frequency and detail of the displacement. I incorporated alphas from texturing XYZ, scale brushes, and ALOT of hand sculpting details.

Tackling the level of detail on a reptile was not necessarily within the scope of the course but I'm glad I went through with it. The deadline forced me to evaluate where I needed to focus my efforts the most and find creative solutions to produce quick turnarounds.

After a few weeks straight of sculpting scales and many mugs of coffee later - I exported some maps out of Zbrush itself to use as masks. I used Mari's nodal system to create a procedural base and pushed it further by hand painting over it. Following this, I spent some time going back and forth between shading and painting textures to achieve this look.

(Finding high-quality references of alligators bathing in the sun was key to my shading process, I'd scrolled through hundred of wildlife photographers by the end of this project )

Displacement shots and turn

I learned much from this project and it definitely solidified my love for organic creatures in CG. It's also motivated me to up the scale of my next personal projects... the final project of this post may hint at what I'll be working on next


Emilia Clarke - Likeness sculpt

No goofy name here. Just Khaleesi.

This was a personal project I started over the summer of 2022 but had to continue in the Winter of 2023. It was the one I've spent the most time working on back and forth between school projects and classes.

Game Of Thrones and its sequels have been a major inspiration to me as an artist and just a human being, for about a decade now. The scope of the show and its universe on television blew my mind as a teenager. Having ended up in the same industry that brought it to life, I decided to pay homage (while training my sculpting muscles of course)

I aimed to capture a likeness of Emilia Clarke (in her role as Daenerys Targaryen) to push myself and my abilities to capture a photorealistic portrait. I constrained the project to just sculpting and basic groom for now but I'll eventually tackle the texturing and shading to create a full Digi-Double.

Process

Capturing the likeness of an individual is one of the hardest things to do I've found. Especially when actors, just like the rest of us, change a lot over time. Age, weight, climate, and lighting make it near impossible to capture the intricacies of the human face. Let alone someone in the public eye! that's millions of people that could possibly clock your mistake ;-;  anyway...

In the absence of Emilia Clarke in my city to grab references in a studio setting XD - I had to settle for screenshots and red-carpet photographs. Hordes of reference photos from every angle were key to capturing the forms of her face.
I often got lost in what I thought her face looked like and found myself having to forcibly refer to my PureRef boards to keep the sculpt as accurate as possible.

The entire sculpt was done in Zbrush - as per usual, and her pore detail was a mix of multiple skin alphas and hand sculpting on top of them. I used a methodology of adding surface detail in layers (Base, Secondary and Tertiary) from a few peers and am very satisfied with the results.

For grooming, I used solely X-gen core to create very a very basic output that would bring the likeness together.


That's all folks... for now

I learned a lot over the course of 2023 and although I haven't included every single project I did, these were the ones that stood out the most in terms of developing my technical and creative abilities.
I'm working on bigger and better things and I'll look forward to writing articles about them in the future!

This brings me to the end of the article. Thanks for your time if you made it this far :D


- Ashe Daniel


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