Character and Creature Design
Hello, my name is Rebecca Thomason I am a second year at Flinders University/CDW Studios. I would like to work in pre-production for film. I have a diploma of makeup artistry and would love to work at a studio where I can tie my abilities in practical and digital effects.
During my first year of studies, one of the electives I selected was Creature Design with Bryan Wynia. For the class, we mainly used ZBrush the sculpt and then brought the final result into Photoshop for paint overs and teams. I really enjoyed this process as a way to make concept art for both characters and creatures.
This brief was to design an Orc and I wanted to make a more civilised humanised orc, with heavy influence from the tv show Vikings.
Before I decided on the final design I did a number of quick variation on eyes. I took a lot of influence from animals and the dark elves from Elder Scrolls
This is another character design project from my class with Bryan Wynia. The brief was to design a creature or character from Dungeons and Dragons. I chose a character from Critical Roles campaign created by Matthew Mercer.
He is a Tortle bard sailor named Orly Skiffback. described as having an eyepatch and three ivory bagpipes, emerging out of his shell. A series of magical tattoos in the design of swirling water make one arm. Orly speaks with a Cajun accent and has a stutter
This was a creature design project. The brief was to design a Dragon. My main inspiration was the Hummingbird. I wanted to create a small dragon or wyvern like creature that likes off insects and nectar, while still being bright and cute.
A re-design of a beloved pokemon, Zapdos. with this design, I aimed at a more realistic pokemon, with a more cute and friendly feel. My main inspiration was a hummingbird species the tufted coquette (Lophornis Ornatus).
The Brief was to design a build with a mix of medieval and ocean elements. My main inspirations were a Nautilus and medieval longhouses.
A fan-art piece I did for the game ARK: Survival Evolved. I wanted to do an extinct Australian animal because at the time of this piece there we none in the game. I tried to be as true to the game’s original dossiers style as possible.
During this year of study, I have been doing 3D Bootcamp. We have been focusing on props taking the objects from the modelling phase, to UV-ing, to the texturing phase and then through to lighting and rendering.
This is a project of a typical game pipeline for 3D. Taking an object from low-poly to detailing in Zbrush, to baking the details onto a low-poly model and to texturing and rendering in marmoset.
My chosen weapon was Thrain’s Warhammer form the Hobbit movie’s. Weta workshop is a big inspiration to me.
This was one of my first big texturing projects using Substance painter. I wanted to experiment and create an original looking guitar.
These are some 3D ZBrush studies i have done to work on my skill and practice detailing.