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An Abrupt and Short Modeling update
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An Abrupt and Short Modeling update

by invirtus on 1 Jun 2023 for Rookie Awards 2023

A quick update with a promise. Currently I'm dedicating most of my time to demo reel and unfortunately did not get to render breakdowns or organize my thought process. I promise for next year's entry I will properly organize and showcase my complete process for each of my pieces.

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Since my last Rookies submission a year ago, I've learned a lot during my study at Gnomon. I've learned more about lighting, rigging, workflow for VFX and Games and wanted to show my progress since last year.

For my Texture 3 class, I revisited my mech and repainted it completely in Mari and placing it within an environment. This project gave me an opportunity to my first attempt at look dev'ing a 3d scene.

For my Environment for Games class with Jon Arellano, I created a couple of environments. For my second environment, I went with an organic environment as it was not in my comfort zone. Using Daniel McGarry's concept, I created a large temple within a cave using Unreal Engine. This was also my first introduction to texturing an environment with the games pipeline, using substance designer to create materials and painter for RGB masks.

I used Midjourney to get some moodboards to light my environment and decided on a orange/blue tone.

Throughout the process of sculpting props, I learned how to take low poly models from maya and create high poly objects in zbrush.

Currently, I'm in my demo reel and wanted to pursue my interests in hard surface and character modeling. My first project in progress is a mech that's done completely in zbrush.

My second project is a game-ready character using zbrush for hard-surface.

As an aspiring modeler for games, my goal for graduating Gnomon is to not only be able to create high-quality textured meshes, but to also optimize them to be game-ready.


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