My 3D journey so far
Hello, I'm a student with a love for all things whimsical and fun! My entry is a rundown of my journey since installing Maya in 2021, up to today.
Hi there, thanks for checking out my rookies submission!
I'm Irina and I'm a second year student at Howest DAE. I started on my 3d journey 2 years ago when I joined Howest and I found out what a vertex is. I think I've come a pretty long way since and I'd like to share that with you.
I'm mostly passionate about stylized art but I've been dipping my toes into a lot of different types of projects, I hope you enjoy them!
The Axolotl-Squirrel
This was my first time making something organic and putting it through the entire pipeline. The assignment was to make a cute creature based on an existing concept, and I absolutely adore this lil' fella that Nicholas Kole designed. He started out in zbrush, then got retopologized in Maya and textured in substance painter.
My sculpt and polypaint, before it got some extra love in substance:
Handpainted Druid Axe
This one is fully handpainted. No bake, no fancy maps, just an albedo made in photoshop. I've come so far since doing this one but it will forever have a special place in my heart for the amount of fun I had in the process of making it. I think this one is where game art clicked for me.
Adventurer's camp: Styilized Sculpt
This one here was my first rodeo with Zbrush. It was new and exciting, and I somehow only had it crash twice!
Concepts for the Staff of the Addler and Moon Sickle belong to Hannah Friedericks and the bag is a slightly altered version of Valeria Kiseleva's concept.
Extra projecs
We're entering the quick-fire round: Projects that don't really scratch my styilized itch, but that have helped me develop my skills
The Ruins
This was an exercise on lighting and composition inside of Unreal Engine 5. We mostly worked with megascans from quixel and a lot of vegetation.
PBR realistic props
These were done as part of my GAP course which focused on, well, the games asset pipeline. It was my introduction to baking and texturing in substance using procedural generators.
The screwdriver
M16A1
The gun was modeled after an M16 and the texturing was inspired from Fernando Correra's concept titled "Rolling thunder". I absolutely love the concept, and if this wasn't a realistic course I would've loved to do a 1 to 1 translation of it. But hey, never say never.
Thank you for checking my entry out, I hope you enjoyed my work!
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