Original concept art by 朱佳坤
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This project serves as a venture to fully integrate industry standard workflows into my work. I saw a work of concept art by 朱佳坤 that I thought would make for a very interesting 3D render and highlight my focus on clothing and texturing.
-Started with base model from Daz 3D
-Added details and morphed to fit the concept in Zbrush
-Created character clothing and props blockout in Blender and Marvelous Designer
-Sculpted majority of high poly model was in Zbrush
-Modelled hard Surfaces using Sub-D workflow in Blender
-Manually and automatically re-topologized
-Manually UV unwrapped in Blender
-Textured in Substance Painter
-Fur added using Blender particles tool
-Rendered in Cycles
Marvelous Designer has quickly become one of my favorite modeling tools. I used this project to explore more complex patterns/constructions, as well as work with buckles and cords. I created the low poly model using Marvelous Designer's built-in retopology tool. I kept the UV unwrap from the Marvelous Designer export because it reflects how real patterns for clothes are cut and accurately distorts images and text onto the garment. All of the textures for this project were made in Substance Painter. I created all of the decals in Photoshop, including the patch design. Then I used Substance Sampler to turn the patch image into a material.
As a follow up to my “UESC Marathon Runner” project, I created a UESC helmet. My goals for this project were to incorporate more detail into the model before moving to texturing and to create cleaner geometry. I incorporated UDIM tiles and better UV packing into my workflow, while becoming more intentional with my UV island scales to have more localized detail within the textures.
Similar to the last project, I created a re-skin texture under a “Hot Rod” theme. In re-texturing the helmet, I learned the importance of producing well-informed, custom wear and surface imperfections and focused on creating bespoke details.
#digital3D #ScienceFiction #GameArt #CharacterArt #Marathon #Bungie #CharacterModeling #SciFi #TexturePainting
The purpose of this project was to practice creating optimized models for use in games. I used a subdivision workflow for most of the models and manually unwrapped them to minimize stretching and the number of UV islands. Then, I packed the islands into 5 materials and exported the low-poly models to Substance Painter. 
I did most of the texture work using the vanilla Substance Painter tools, apart from about 10 decals I created in photoshop. 
I couldn’t resist the urge to create some other iterations of the character with additional models and different textures. 
Everything was rendered in Cycles. 
I learned a lot from this project and am excited to apply what I’ve learned to future projects.
#digital3D #ScienceFiction #GameArt #CharacterArt #Marathon #Bungie #CharacterModeling #SciFi #TexturePainting
Been a while since I made anything in blender. Started this project recently to learn the skills I’m not as comfortable with in 3D. #blender3d #3dmodeling #characterdesign