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Pilar Jarque- recent projects
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Pilar Jarque- recent projects

by PilarJarque on 1 Jun 2023 for Rookie Awards 2023

For my firts entry on The rookies I decided to bring this two projects I made during my master on ANIMUM school. The workflow I have followed has been sculpting in zbrush, texturing in substancepainter retopology , UV in Maya and render in arnold. I had learnt a lot making it and I am so proud of the result :)

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Human head study

It was really challenging for me to make my first realistic human head following the anatomy rules, so I started making a pure ref with a lot of references and I started sculpting in Zbrush. 
As you can see my first try was not really nice and I kept going on a lot of difficulties with eyes, lips that were collapsing between them and ears that didn't seem like ears.


After a long process and hours it started to seem more like a real human and I added him a lot of layer with some freckless, wrinkles and little details.


So when everything was ready I made the topology on maya which was not as easier as I thought and I needed to redo it two times.


Finally it was time to texture in Substance painter and i went crazy adding skin layers, veins, tons of skin tones and texturizing the eyes. I really enjoyed all this process and even if I had to come back to substance a lot of times when i was rendering to modify roughness and colors it was totally worth it.

These are the first renders I made on substance painter before I knew how to use Arnold

After learning how to use Arnold, cameras, lights and settings here is my final renders. I hope you like them! :)

Oni 

This concept art was made by Min Seo Jo and I asked him for his permission to use 

First of all I started creating a pure ref with all the references related with the oni and his concept art. 

The workflow is really similar to the human face, I started sculpting the body and the face with all the anatomy references, later I created all his clothes and armor and finally I cropped his down body because it was not visible after all.

For me the hardest part to sculpt were the masks that he has on his arms and cape. I spent hours until I finally understood the volumes and how that mask was supposed to work.

For the topology I divided the model in 7 UDIMS with different materials in Maya.

The textures took a lot of time because it had a lot of props and details, the hardest part was to texture the body because is not a normal skin color and was hard to guess which tones and subtones should I use for it.

Here is a screen capture when I was making the rig with zspheres that made me laugh

Here you can see a render test from painter and a Zbrush final sculpt result

After all this journey I did this render with Arnold and I am still working and learning how to make XGen to add the hair to my model. The final result will be uploaded on my artstation soon!

If you liked my work you can visit me on artstation! https://www.artstation.com/pilarjarque


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