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Characters, Creatures and other Creations

Characters, Creatures and other Creations

Luna De Groote
by lunadegroote on 30 May 2019 for Rookie Awards 2019

I present to you a collection of projects I made during my education at DAE Howest. Some of these were made for assignments, others as a personal challenge. With a focus on characters and creatures, I have spent the past year honing my skills in Zbrush.

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Thomas Shelby

Likeness sculpt of Thomas Shelby from Peaky Blinders, played by Cillian Murphy. My first character sculpt and the project that made me discover my love for character creation and digital sculpting.

The Deeruid

Based on the beautiful concept of OVOPACK, the Deeruid is a curious little creature that roams the forests of old, guarding the ancient shrines that lay there. But beware, it is stronger than it looks, and does not take kindly to those who trespass in the woods.


First I created a basemesh in 3Ds Max, based on the concept art. After that was done, I threw it into Zbrush and tweaked the features and details, posing the creature. Multiple render passes were combined in Photoshop, turning it into the result you can see below. 

Game Ready

I wanted to create a game ready version and really bring it to life, so next I retopologized the character in Maya. Then I unwrapped and rigged it. Finally, baking and textures were done in Substance Painter. I used Unreal Engine to light and present the creature, and edited the final render in Photoshop.

I tried out some different moods for the creature but in the end decided to stay with the "light side"  and warm personality.

Goron City Remastered

One of the few environments i have created. My personal take on the Goron City of The Legend of Zelda: Ocarina of Time. I tried to keep the feeling and mood of the original area while taking some liberties on certain element such as breaking open the side of the cave to get more natural light.

Graduation work: Procedural Morphing Tool

For my graduation work at Digital Arts and Entertainment at Howest, I did research on 3D morphing. The end result was a completely procedural morphing tool in Houdini. 

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