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3D Character & Creature - Diana Azul
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3D Character & Creature - Diana Azul

by dianatanazul on 16 Apr 2024 for Rookie Awards 2024

The projects I've done through my time with Think Tank Training Centre.

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RAT MAN MIXTURE DEALER


This is my Mentorship Project at Think Tank Training Centre. This is my first full-size creature character.

I was responsible for all the parts of this project modeling, sculpting, texturing, and grooming. Modeling were done in Maya, Sculpting in Zbrush, Clothes were modeled on Marvelous Designer, Xgen was used for grooming, Texturing were done in Mari and Substance Painter. Final Renders were done in Arnold.

Special Thanks to my mentor, Alex Huguet.

Credits to the Concept Artist Alexey Kruvlov


Full shot maps


Bottles Maps

MODELLING

Maya was used for modeling and then exported to Zbrush for detail sculpting. Retopology was done in Maya with Quad Draw Tool.

One of the most fun I had with this project was creating the clothes. It was made through Marvelous Designer.

TEXTURING


Both Mari and Substance Painter were used to texture different assets.


GROOMING


For the Head: Hair, Eyebrows, Goatee, and Eyelashes, I manually placed guides. But for the Peach Fuzz, I used groomable splines.

For the Rats: For the whiskers, I manually placed guides. And for the fur, I used groomable splines.

I decided to use hairless rat as reference for this project, to add a creepy vibe.


I manually sculpted the skin details in Zbrush.

UV layout

BIONIC WARRIOR

This is my final project for the Advanced Term at Think Tank Training Centre.

I was responsible for all aspects of discipline in this project, except for the ground, rocks, and vegetation (from quixel bridge)

Modeling was done in Maya, Sculpting in Zbrush, Clothes in Marvelous Designer, Texturing was done purely in Mari, and Render was done with V-ray.

This is based on the amazing concept art of Mario Zou.

Wireframe

Clay

Maps

UV layout

DREADLOCKS


The dreadlocks was a little bit challenging, but had fun doing it.

First I modeled the geo for the dreadlocks, then I created a description with groomable splines. I made separate geos and descriptions for baby hair and short hair, I manually placed guides for these.


Sculpt in Zbrush


Haven - Anghus' House by the Sea Interior

This was my final project for my foundation term. I modeled in Maya, Sculpted with Mudbox and Zbrush, and used Mari for Texturing.

The goal for this project was to match the concept as much as possible.

Based on the concept by Grady Frederick.


BACKPACK PROP

This was modeled in Maya, sculpted in Mudbox, and was textured in Mari.


Details Sculpted in Mudbox


Topology


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