Modeling And Texturing
A collection of works that I created over the past year.
Sinclair The Pirate Warlock
Hello, I'm a self-taught artist looking for a career in the game industry. I created this character as part of the FlippedNormals Warlock Challenge-Real-Time Game Character contest. The challenge was to create a game-ready warlock without being limited by gender restrictions, so I created Sinclair, The Pirate Warlock.
I masked patterns to extract it from her clothes and fairy wings. I then baked the information to the low poly mesh. I used color selection to mask parts to texture in Substance Painter. I rendered the scene in Marmoset and high poly sculpt in Zbrush.
Old-Time Farmer Eddie
I created Eddie as a personal project because I wanted to practice using the low-high poly workflow.
I imported the base mesh and sculpted the details in Zbrush, then textured the model in Substance Painter. I wanted to focus on realism, so I paid special attention to details like the veins. I cleaned up the artifacts in Photoshop, then rendered in Marmoset and Zbrush.
Magni the Forest Minotaur
Magni is a Minotaur who fights mankind to preserve the ancient deities from deforestation. The high poly was sculpted and rendered in Zbrush. I used IMM brushes to create the leaves, hair and spit.
I conceptualized Magni's design and created the base mesh with Zspheres. I subdivided and sculpted the base forms. From there, I sculpted guides for the leaves and hair placement. After getting the desired look, I used Zremesher to get the base mesh and created UVs in Maya. For the leaves and hair cards, I transferred UV traits to share the same UV island respectively. I baked and textured in Substance Painter, then rendered in Marmoset Toolbag 3 and Zbrush.
Victorian Dining Table Set
For this personal project I wanted to focus on creating game-ready props. I box modeled, UV'd and rendered in Maya. I sculpted some details in Zbrush and then imported to Substance Painter to further enhance the table set.
Nin
Nin is a game-ready character stylized and rigged. It was box modeled and UV'd in Maya. I sculpted details with Zbrush. I placed base colors in Zbrush on the mesh before baking, and used masking to color and texture in Substance Painter.
Ronin
Like Nin, Ronin is also a game-ready character stylized and rigged. I experimented with face blendshapes in this personal project.
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