1 year evolution
In April 2022 I decided it was now or never. So I finally took the chance to change my life and started my studies at Animum 3D. What motivated me was not being happy, nor I am, in my job. So once I ended my workday, I started my studies. And here I am, presenting you my evolution in this year at Animum 3D.
PERSONAL EVOLUTION (2023)
LI'L BLU - CARTOON PROJECT
During my Masters' at Animum 3D I have been creating different models, such as the following one.
My model is based on Corey Smith's "Li'l Blu" (https://www.artstation.com/artwork/K1adR). I chose it because of my love for rugby and the fact that I have five nieces and nephews with whom I have played rugby during summer holidays. It is my homage to those summer days.
I started by creating a base mesh using the software Maya. Once I got the size reference for each object, it was imported to Zbrush so that I could start creating the high detail full mesh. During this process, I checked frequently the proportions, so as to create a stylized model.
Since the process of transferring a 2D concept to a 3D model is quite hard and time-consuming, I decided to create temporal and medium studies of the model. This way, I was able to identify my errors and think of how to improve the model: studying the concept in Photoshop, simplifying the concept art to basic elements like triangles or spheres, among others.
First study of the concept art: Proportions, lines, directions...
From base mesh to final pose
Full retopology
360º turntable final mesh before texturing
High poly model textured
Final render image
MERMAN - CREATURE PROJECT
For my creature project at Animum 3D school, I choose a concept art by Zhrayde, called "Merman". (https://www.deviantart.com/zhrayde/art/Merman-Quickie-371929049). I started looking for humanoid creatures, something that would pose more of a challenge. I asked around for ideas, literary concepts, movies... and finally settled on this one.
Zhrayde's post includes a tutorial explaining how he painted and colorized the concept, which helped me to create an accurate texture closer to the real one, but giving it a more personal touch.
I started by studying the concept, creating a scale based on the head size for the full concept art and a first approximation to know how it could be simplified in basic forms, as it can be seeing in the next images.
First study of the concept art: Proportions, lines, directions...
From base mesh to final high poly
Body wireframe. Total number of polys (subd. level 4): 972.794
360º turntable final mesh before texturing
Textured creature
Final render image
NON AKIRA - NEXTGEN (VIDEOGAMES)
For my last project at Animum 3D school, I chose a female Shotaru Kaneda character. It is based on the concept art designed by Angela Matinong, which can be found in the following link: https://www.artstation.com/artwork/DmglE.
The most important of the initial tasks to do was to create a board with references and ideas to use as a base for the character. Once I got a good amount of these elements, I then decided to start with hard surface elements such as boots, glasses, the prop and so on.
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