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Cyber Assassin - The Rookies Entry 2024
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Cyber Assassin - The Rookies Entry 2024

Gabriel Chan
by gabchan on 18 Mar 2024 for Rookie Awards 2024

Look dev character based on the "Female killer" concept by Lee Kim San done during my 6 month advance diploma at 3DSense Media School

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This is my first Lookdev character made during my advance diploma program at 3DSense Media School. The character based on the concept art "Lady Killer" by Lee Kim San (https://www.artstation.com/artwork/14xXYq)

Big thank you to Derrick, my lecturer, and the students of AMP23 for the support and guidence throughout the process.

CONCEPT AND REFERENCE

The concept that I choose is the lady Killer from Lee Kim San, the artist made 2 versions of the character, one is rendered in their style and another ran throu AI. I decided to try and mix the two concepts together, taking elements from each and combining them together.

For my reference board, I used the new version of Pureref as there were a lot of features that were added to improve quality of life, like groups and the ability to annotate in pureref directly

Character Modeling

I focus a lot on the face first as it was the first thing you would look at usually when looking at a character, I tried to capture the softness of a female face while having a somewhat innocent and aggressive look.

I then textured the face using mari and worked on the skin shader

The character was posed before continuing to model the rest of the character. Hard surface parts was done in maya and plasticity. Cloth pieces were done in marvelous then simulated to the pose of the character. Everything was then brought to Zbrush to add final details.

Eyes

With the modeling done, we moved on to the eyes. I wanted a more cyber looking eyes and modeled a robot eye for my character. In the end I decided to do a half organic and half cybernetic deign.

Texturing

All UVs were done in Maya then brought back to Zbrush for any necessary displacement and normal maps. All the AO was baked in substance painter using the normal map generated in Zbrush, this was done to save time during baking. There was a lot of back and forth during texturing as the colors in substance and arnold render looks different.

Lighting and Rendering

Finally its the fun part where everything comes together. Choosing camera angles and playing with lighting and mood for the character


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