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Wen Shin - 3D Portfolio
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Wen Shin - 3D Portfolio

LAM WEN SHIN
by shinarta on 23 May 2024 for Rookie Awards 2024

Here's a compilation of projects I did in the past semesters 2023. Including Hard Surface Modelling & Character Likeness Sculpting.

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SHN Scouter Renders

This project was made in my past semesters. I spent 12 weeks to complete this project. The model design was referenced by Jan-Hendrik Sonnwald! I was in charge of all the aspects in this project. Modelled in maya, Textured in Substance Painter and Rendered in Marmoset Toolbag 4.

Texture Breakdowns from Marmoset Viewer

mview file was not submitted as the file size was too heavy.

Conor McGregor Likeness Sculpt

This was another work I did in the past semester. I started off with a dynamesh headplane to try to block out the face structure of Conor McGregor. When that is done, I used Wrap4D to wrap a basemesh on top of the model to get a compatible topology and UVs for XYZ texture maps. More lookdev and shader tweaks were done afterwards. 

My eye model consists of 5 parts. The cornea, the eye fluid, the iris, the limbus and the lens. The iris was sculpted in zbrush in GeoHD for the high resolution details. The caruncle on the other hand was also sculpted in zbrush, but I tried my best to blend it with the eyeball with a opacity mask. 

Clay Renders

XGen Guides | Wireframe | Zbrush BPR Renders

I've also sculpted the hero wrinkles, pores and skin direction manually in Zbrush. With the help of GeoHD, I am able to sculpt high resolution details while still be able to work smoothly. I then baked the displacement and combined it alongside with Texturing XYZ's displacement map.

ID Mask and Hair Mask creation

Masks are created in zbrush and further modified in Photoshop. With the help of masks I can have finer controls on the regions of shininess on the face & regions where the hair grows in Xgen.

Here's the full graph of the head skin shader.

Thanks for viewing!


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