Game Modelling
3D modelled character for game done during the 1-year Game Art diploma at 3dsense Media School.
Finding A Concept
During Term 2 in 3DSene Media School, I was very excited to choose the concept that we were going to model it out. There was so many good concepts out there that I wanted to bring it out to life, and I finally picked the ‘One’.
“ Guardian of the Holy Forest ” by Heewon Kim: https://www.artstation.com/artwork/Ka9zgB
I have chosen this concept because it was so well painted with detail. There were so many colours and material that I could learn and experiment on when doing the 3d. Not only that, I really love sculpting and I wanted to test how far my sculpting skills could go despite being a beginner in Zbrush.
However, little did I know that creating a character was not easy at all! There was so much softwares we had to learn and go back and forth in it to create good quality details in our character. I struggled a lot in creating this character as there were still so many things I did not know how to do.
Thankfully, with the help of my Mentors in 3Dsense and my hardcore classmates and seniors for guiding and giving feedback on my work and my drive to bring this concept to life, I was able to create this character!
Beauty Renders
High-Res Renders
Character Reel
Full Body Reel
Wireframe
Pureref Reference
Before jumping into Sculpting!
-> Analyzing character is very important
(what is this material? Why do they wear this material? What is this use for? What does this character do? How does this feature work on this character? It looks nice on 2d, how will it look in 3d?).
I had to ask a lot of questions to myself to give my character even more depth to her.
-> Finding lots and lots and lots and lots of references!
I to had to find as many references as possible to the finest details to be able to create high quality details.
References for cloth folds, leather folds, dents on metal armour, texture of material, face features, flow of the hair, feathers or furs etc.).
Analyzing of character
Library of Reference
ZBRUSH (BLOCKING)
“Overlay is Key” that's what my Mentor, Julian would always say and kept on reminding us during our sculpting process. For blocking, I had to understand the basic key silhouette of my character and block it out before adding more details.