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Stylized and Realistic Character Modelling exploration
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Stylized and Realistic Character Modelling exploration

by Doodlemonge on 1 Jun 2023 for Rookie Awards 2023

The first attempt at modelling a completely stylized character from scratch in Zbrush and finally rendered and lighted in Maya. As well as approaching a AAA character for games and animation.

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Character Modelling: Stylized and Realistic 

I have experimented and utilised my 2D fundamental in character design to project this into a 3D space. I adore the creativity in bringing my concept design to life. Though it is not polished, this project has showcased my strength in modelling and sculpting, as well as providing the concept table for the model. I feel I was more in control of the creative aspect of the pipeline, and once I am confident, I think I can move on to the technical part of character modelling. Character Design has been drawn in Photoshop, model sculpted in Zbrush and lighting and rendering in Maya.

My attempt to create a AAA character for games and animation. Though this is my first attempt at producing a realistic character, I am passionate enough to continue this further into post-production, as I needed more time while modelling and sculpting everything from scratch as well as studying anatomy was a whole story in itself. There were so many areas I have learned and so many I still lack with limited time, but I am grateful that I was able to reach my potential in reaching this point of my journey; both realistic and stylized, I am confident enough to take this knowledge even further to post-production. Only having a year and a half of diving deep into CG animation I am confident to take this knowledge and skill even further in the character pipeline. As a result, this is a learning experience.


The male base Mesh was sculpted in Zbrush. 

Clothing was made in Marvelous Designer 

Hard Surface Modelling all in Maya as well as Lighting and Rendering 


The theme was to capture a Cyberpunk style of the character. I gave him a bionic arm, leather jacket, and rugged cargo for swift mobility and the universal design of the boots and other appendages, along with the helmet and bike, moulding him into a wondering drifter who does not settle but ventures from place to place. 

My early attempts at concept drawing and a table of iterative models before stepping into the project. All complied and drawn in Photoshop. The rest of the primary and secondary images of real-life images are compiled in PureRef as well as a library built for anatomy study. 


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