I want this to be a bit of a challenge; I don't normally model male characters, his clothes are going to be a problem, and I get to model a weapon alongside it (although its sheathed). I excited for this one, I've been learning a lot in ZBrush this semester and I can't wait to start it!
Wednesday, May 18, 2016
2D/3D Portfolio Piece 1: Vincent
My next portfolio piece will be a male character named Vincent! He was created by deviantart artist AfuChan. Here is a picture of him.
Sunday, May 1, 2016
2D/3D Final Project: Finishing the Pipeline for the Character
Here is my submission for the final project.
OH BOY SHE'S DONE AND SO AM I.
The original concept comes from deviantArt artist greenestreet.
This was a very exciting project, I had a lot of fun making this character, although there were a couple of setbacks. I know she doesn't have a name, but I wanna name her something cool, like Sagal or something like that.
Sagal's final look was made through trial and error. In the beginning, I wanted her to look a little sketchy and have a sketchy texture to her like her concept art looks, but when I tried to apply those textures, they didn't look too good, so that idea went out the window.
What I did was end up with a combination of a model I saw on artstation here (Risa model) and with Telltale Games' artstyle from their 'Walking Dead' series.
Mostly, the colors are one shade, with a little bit of gradient to it (Risa), but I added a bit of shade and ambient occlusion to the base color map. The Risa model doesn't have lines separating the parts of the clothes or body, so that's why I decided to combine another artstyle, specifically the toon shaded style we see in the Walking Dead games.
The lines are visible when separating parts of the clothes, but some are visible when signifying wrinkles or lines in the hair or under the eye. I still wanted it to look clean like the Risa model while incorporating the toon lines from TWD.
I would've liked to go full TWD coloring style, because it looks like it uses watercolors as the base color and draws thick lines on top of it, but I think it would stray too far from the original concept art for Sagal.
I posed her in ZBrush; I really was going to rig her but then I was convinced that the transpose tools in ZBrush were a lot faster.... they were.
Maya Renders:
UE4 Render:
I wanted to put toon lines on her, so I tried in Maya, but it didn't go so well on Sketchfab.
I couldn't get toon lines attached to it; the method itself isn't hard, but the results weren't up to my standards. She still looks good without them though! I'm really proud of this piece!
My Sketchfab address
OH BOY SHE'S DONE AND SO AM I.
The original concept comes from deviantArt artist greenestreet.
This was a very exciting project, I had a lot of fun making this character, although there were a couple of setbacks. I know she doesn't have a name, but I wanna name her something cool, like Sagal or something like that.
Sagal's final look was made through trial and error. In the beginning, I wanted her to look a little sketchy and have a sketchy texture to her like her concept art looks, but when I tried to apply those textures, they didn't look too good, so that idea went out the window.
What I did was end up with a combination of a model I saw on artstation here (Risa model) and with Telltale Games' artstyle from their 'Walking Dead' series.
Mostly, the colors are one shade, with a little bit of gradient to it (Risa), but I added a bit of shade and ambient occlusion to the base color map. The Risa model doesn't have lines separating the parts of the clothes or body, so that's why I decided to combine another artstyle, specifically the toon shaded style we see in the Walking Dead games.
![]() |
| Risa Model |
![]() |
| TWD style |
The lines are visible when separating parts of the clothes, but some are visible when signifying wrinkles or lines in the hair or under the eye. I still wanted it to look clean like the Risa model while incorporating the toon lines from TWD.
I would've liked to go full TWD coloring style, because it looks like it uses watercolors as the base color and draws thick lines on top of it, but I think it would stray too far from the original concept art for Sagal.
I posed her in ZBrush; I really was going to rig her but then I was convinced that the transpose tools in ZBrush were a lot faster.... they were.
Maya Renders:
UE4 Render:
I couldn't get toon lines attached to it; the method itself isn't hard, but the results weren't up to my standards. She still looks good without them though! I'm really proud of this piece!
My Sketchfab address
Sunday, April 17, 2016
2D/3D HW11: FInishing High Poly Sculpt
Here is my submission for homework 11.
The sculpt went well! It just took me wayyyyyy too long to figure things out in ZBrush, since this is my first ZBrush character. I learned a lot from this too. I'm using the inflate and polish features in ZBrush to give my one sided subtools some thickness so I wont have to deal with that in Maya later on. Here she is, and I already exported the pieces out into maya for retopo work.
lol she's actually huge in Maya.
The sculpt went well! It just took me wayyyyyy too long to figure things out in ZBrush, since this is my first ZBrush character. I learned a lot from this too. I'm using the inflate and polish features in ZBrush to give my one sided subtools some thickness so I wont have to deal with that in Maya later on. Here she is, and I already exported the pieces out into maya for retopo work.
I forgot to take a picture of her with the sash on in ZBrush but i exported that to Maya.
lol she's actually huge in Maya.
Saturday, April 9, 2016
2D/3D HW 11 Part 2: Halfway Done ZBrush Sculpt
By Monday, we are expected to have half of our high rez sculpt finished.
I am really happy with the way the face turned out! I originally made it in Maya and it didnt look nearly as good as this, so I tossed it in ZBrush and really changed it up.
I've had a couple of problems with ZBrush importing my models over so I spent a lot of time on that, and trying to make the mesh look as good as possible took a lot of time too. I want to spend more time on the hair since it looks pretty blocky here too, but overall I am happy with the way the head is turning out.
Here is my progress:
I stopped at the feet cuz i had already been at this for hours and my shoulders hurt lol. I will update next week with the sculpt finished all the way through!
I am really happy with the way the face turned out! I originally made it in Maya and it didnt look nearly as good as this, so I tossed it in ZBrush and really changed it up.
I've had a couple of problems with ZBrush importing my models over so I spent a lot of time on that, and trying to make the mesh look as good as possible took a lot of time too. I want to spend more time on the hair since it looks pretty blocky here too, but overall I am happy with the way the head is turning out.
Here is my progress:
I stopped at the feet cuz i had already been at this for hours and my shoulders hurt lol. I will update next week with the sculpt finished all the way through!
Tuesday, April 5, 2016
Saturday, April 2, 2016
2D/3D HW 10: Substance Painter
Here is my submission for homework 10.
This time we learned how to use Substance Painter!
I actually don't like it nearly as much as I like Designer, but it is pretty cool still. I think I would use Painter for the finer details, like painting dirt or fine scratches over a surface. I still need to have a better grasp on how to use the layers (that's what confused me the most) but I was able to achieve almost all the effects I wanted to have. Here is my Substance Painter helmet!
This time we learned how to use Substance Painter!
I actually don't like it nearly as much as I like Designer, but it is pretty cool still. I think I would use Painter for the finer details, like painting dirt or fine scratches over a surface. I still need to have a better grasp on how to use the layers (that's what confused me the most) but I was able to achieve almost all the effects I wanted to have. Here is my Substance Painter helmet!
Friday, March 25, 2016
2D/3D HW 9: Substance Designer
This is my submission for homework 9.
This time we explored how to use Substance Designer. It's a really interesting program; I really enjoyed working in it. The only part I was confused about was making the mask IDs in ZBrush.
Here is my bowling ball-like helmet! Or green power ranger helmet.
This time we explored how to use Substance Designer. It's a really interesting program; I really enjoyed working in it. The only part I was confused about was making the mask IDs in ZBrush.
Here is my bowling ball-like helmet! Or green power ranger helmet.
Here is where I added the edge wear to the AO, curvature, base, roughness, and metallic maps.
Subscribe to:
Posts (Atom)





























