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Raiden Shogun & Abandoned Street
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Raiden Shogun & Abandoned Street

by NgJunWei on 21 Mar 2024 for Rookie Awards 2024

The first project is a 3D Lookdev Character based on the game character, Raiden Shogun. The second project is a 3D game environment, based of a concept art by Leeda. This is the work I have done during my studies in 3dsense Media School.

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3D Lookdev Character - 
Raiden Shogun

This is my lookdev character I have worked on during my 6 months Advanced Diploma course in 3dsense Media School, under the guidance of Derrick Song. I have chosen Raiden Shogun from the game "Genshin Impact" as I really liked her design.

Reference Board

I started gathering references for my character to help with my modelling process. I needed to reimagine an anime style character to fit a lookdev, and started to find supporting references on the style of the character.

Character Modelling

I sculpted the base model in Zbrush to get the right proportion of the character, and posed the character so that I can proceed with the other parts of the model. I constantly switched between Maya and Zbrush to model out the hard surface parts, getting the base shape in Zbrush before cleaning up and bevelling the edges in Maya, to keep the model as clean as possible and fit the style I wanted.

While working on the character's face, I constantly went through changes while seeking advice from my lecturer, until I was happy with the final result. I used Texture XYZ to get the details for the head mesh, and exported the displacement map to set up the head shader in Arnold to render.

XGen 

I created the hair using XGen, and I needed multiple descriptions to split up the fringe, back, left and right side of the hair. Using the modifiers, I adjusted the clumping and noise to make the hair more realistic. After that I converted the hair to interactive grooming to further tweak minor details.

Texturing 

I unwrapped all the UVs in Maya, and brought the mesh back to Zbrush to export the necessary displacement maps before baking the other maps in substance painter. I started off with setting up the base color and materials for the character, so that I can bring it over to Arnold to test render. Once I am satisfied with the results, I then proceeded to add details to the texturing.

Lighting and Rendering

Lastly, I set up the lighting scene in Maya, experimenting the different camera angles and lights to create the final renders. I also adjusted the giant puppet arm in certain shots to create a more dynamic look in different angles.

Game Environment -
Abandoned Street

Abandoned Street is a game environment project made in Unreal Engine 5 during the course of my studies, and under the guidance of my lecturer, Venny Lie, I was able to learn the workflow for 3D environment. All the assets were modelling in Maya, and some were sculpted in Zbrush for details, before texturing in Substance Painter and finally brought into Unreal Engine.  I also used Quixel Megascans for their decals and textures, which was a huge help while creating the environment and it brought a lot more realism to the final product.

The original concept art is by Leeda.

Render Passes

Progress Shots

Reference Board

In order to make it easier for me to keep track of the things to model in the scene, I split up the environment into different sections by color coding them and labelled down all the unique assets required in each area. This makes it easier for me to sort out and find references that I needed.

Props Showcase

Here are some of the assets I did for the environment. The assets are textured in Substance Painter and rendered in Marmoset individually for showcase.

Callout Sheet

Texture Examples

Thank you for viewing!


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