![Female Viking and WASP Inspired Mecha](https://d3stdg5so273ei.cloudfront.net/Napat/2024-04-16/893658/1400xAUTO/tumpsnails-Napat-crop.jpg)
Female Viking and WASP Inspired Mecha
These were my graduation projects at 3dsense Media School in Singapore, which I was very pround of.
This is two of my projects I made during the visual effects diploma at 3dsense media school.
Lookdev Character - Female Viking
I made this female Viking character based on 2D concept art.
Reference: HE XIAOSONG
![](https://d3stdg5so273ei.cloudfront.net/Napat/2024-04-16/836910/1400xAUTO/beautyfinal2-Napat.jpg)
![](https://d3stdg5so273ei.cloudfront.net/Napat/2024-04-16/174702/1400xAUTO/closeupfixedit-Napat.jpg)
![](https://d3stdg5so273ei.cloudfront.net/Napat/2024-04-16/252285/1400xAUTO/lowweredit-Napat.jpg)
![](https://d3stdg5so273ei.cloudfront.net/Napat/2024-04-16/942964/1400xAUTO/003-Napat.jpg)
![](https://d3stdg5so273ei.cloudfront.net/Napat/2024-04-16/929324/1400xAUTO/closeup3bg-Napat.jpg)
![](https://d3stdg5so273ei.cloudfront.net/Napat/2024-04-16/008844/1400xAUTO/below-Napat.jpg)
![](https://d3stdg5so273ei.cloudfront.net/Napat/2024-04-16/921872/1400xAUTO/close_up%20%281%29-Napat.jpg)
![](https://d3stdg5so273ei.cloudfront.net/Napat/2024-04-16/815255/1400xAUTO/PROPS2-Napat.jpg)
My Reference Board
Sculpting Process
I started from creating characters face by Zbrush. For her face, I used the face of an actor as reference to make her look gorgeous and fierce. I also used Zwarp techniques for adding skin details from 3d scan.
My tip: When I sculpt, I like to add makeup and hair blocking to help me see the expressions of the character and how it looks when it is finished.
I made body and props in Zbrush and Maya. Clothing was done in Marvelous Designer.
Hair and Fur
Xgen is one of the time consuming process. I created 4 separated descriptions which are side hair, main hair, braid and fur for easy control. I also made a few tests with modifiers to create the best result.
Texturing
For skin details, I used Mari software, Texture and 3D scan from XYZ website.
For prop, I mainly used Substance Painter.
lighting and Rendering
Lighting and rendering were done in Maya.
![](https://d3stdg5so273ei.cloudfront.net/Napat/2024-04-16/834250/1400xAUTO/Screenshot%20%28534%29-Napat.png)
Hard Surface Character Model -WASP Inspired Mecha
Here is my mecha project. I did this model 90% in Maya and 10% in Zbrush for sculpting the wrinkles detail. It was one of the most challenging projects for me.
Credit: I would like to thank Marco Plouffe (Keos Masons) for allowing me to use his design as my reference.
![](https://d3stdg5so273ei.cloudfront.net/Napat/2024-04-16/760352/1400xAUTO/002-Napat.jpg)
![](https://d3stdg5so273ei.cloudfront.net/Napat/2024-04-16/148794/1400xAUTO/001-Napat.jpg)
![](https://d3stdg5so273ei.cloudfront.net/Napat/2024-04-16/895361/1400xAUTO/004-Napat.jpg)
![](https://d3stdg5so273ei.cloudfront.net/Napat/2024-04-16/100344/1400xAUTO/renderfix-Napat.jpg)
My Reference Board
Modeling Process
![](https://d3stdg5so273ei.cloudfront.net/Napat/2024-04-16/965853/1400xAUTO/res-Napat.jpg)
My Tip for Making Hard surfaces:
- It is really important to visualize shape and form, and plan everthing ahead before execution.
- Always start from blocking. I make the correct proportions first without considering topology.
- After I got the blocking with good proportions, I start to figure out the topology and add details.
The only one part I needed to sculpt was this part because it was an organic shape with many details. I used high poly to low poly method to bring the details back to render in Maya.
After I was done with Mecha, I decided to make hangar for the background by using modular technic.
Texturing
I created all the textures by using Substance Painter and I used 2K texture for 140 uv tiles to get the best results.
Comments (2)