As part of my project my goal is to improve my portfolio and experience so that I can demonstrate the ability to make useful assets and apply for different job roles as either a 3D Generalist or a Character Artist. This is just the first part of my project and I intend to polish my portfolio so I can also apply for Games Animator and 3D Artist roles. To that end, I have been producing some high detail characters so that I can make useful character assets.
Soldier - 16,179 polys
Spaceman - 14,986 polys
Assault Rifle - 10,722 polys
This part has been a continuation of the hard surface modelling and texturing I started with the Assault Rifle. Using the skills I learned with the gun, I then applied those same techniques to create high res models in 3dsmax and Zbrush.
Spaceman - 14,986 polys
Assault Rifle - 10,722 polys
This part has been a continuation of the hard surface modelling and texturing I started with the Assault Rifle. Using the skills I learned with the gun, I then applied those same techniques to create high res models in 3dsmax and Zbrush.
I decided to use zbrush for the soldier high poly because she has many organic surfaces like skin and clothes which I thought would be better created using a clay sculpting program. I learned a few new tools in zbrush to create hard surface panels for the armour and also practice skin modelling and cloth. I also wanted to improve on the shape and design of the original character and part of that involved improving the boots to make them realistic.
Because the spaceman was all hard surface armour I decided to do the high poly in 3dsmax. This meant I had some variety in the skills I learned and improved my understanding of the 3dsmax tool system. This model took quite a long time and I wanted to focus my work on each part of the character individually, making sure that each bit was at the right level of detail and had interesting appropriate greebles to bring the character to life and make it look realistic.
After unwrapping I then textured both characters using substance painter. I had to do a lot of work defining the masked areas of the spaceman so that I could give the individual panels in the normal map a separate texture. I also tried out several different colour styles because I wasn't happy with the initial concept design of the spaceman and needed to tone down the use of colour and make it more appropriate.
After texturing I rigged both characters using the CAT system in 3dsmax so that I could create a nice posed render in marmoset toolbag for the final piece. I wanted to polish the characters as best I could and make sure all bells and whistles are on so that I have the best presentation and ability to impress potential recruiters.
I am very happy with the result, it was definitely worth it. I still have some more work to do on the other characters for this project and I hope they will all turn out good when I get around to animating them.
I am very happy with the result, it was definitely worth it. I still have some more work to do on the other characters for this project and I hope they will all turn out good when I get around to animating them.