🏆 Best of Term – GRAND PRIZE WINNER (Fall 2025)
Jae Cha | @jaecha3d
Gnomon student Jae Cha used his own photos as references for this piece after traveling to Japan. He set out to capture the feeling of subtle, intricate craftsmanship, and the natural environment. Every texture in the scene (including the foliage) was created in Substance Designer, with custom sculpted reliefs inspired by traditional Inami wood carvings. Congratulations, Jae!
You can view all Fall 2025 Best of Term winners at the link in our bio. But stay tuned, we’ll be spotlighting other winners on all our socials!
Gnomon Courses: Texturing and Shading 2 for Games, Game Creation 3
Instructors: Javier Perez, Brian Pohl
Program: BFA
Software: @unrealengine , @substance3dart Designer/Painter, @maxonzbrush , @speedtree_inc , @marvelousdesigner , @marmoset3d Toolbag 5, @autodesk Maya, @blackmagicnewsofficial DaVinci Resolve
Concept Credit: Gray (Chen Cheng-Yu) on ArtStation
#Gnomon #gameartcolleges #GameArt #3DEnvironment #substance3d
Here are some still shots of my environment as well as a couple of sculpts and materials. Check out my Artstation for more breakdowns! I hope you like it!
Link in bio
#substancedesigner #zbrush #unrealengine #environmentart
Very excited to finally post my environment from Texturing and Shading for Games 2 @gnomon_school with @javierxperez . Thank you so much for all your feedback and guidance!
I wanted to create a piece that commemorated my trip to Japan and the wonderful craftsmanship I saw at the temples there. The name of the piece “Shokunin Remnants” is a reference to Japanese craftsman who make a lifelong commitment to continuing the legacy of their traditional craft. Even after hundreds of years, the work of these traditional artists remain, long after they have passed. I specifically wanted to recreate the Inami wooden carvings and ornamental animal designs I saw adorning the temple walls.
I created all textures using Substance Designer and modeled and sculpted all assets in Zbrush and Maya. Foliage assets were created using Substance Designer, Speedtree, and Unreal Engine. Graded in Davinci Resolve
Music “Oyuki’s Theme” by Toma Otowa
Check out my breakdowns on my Artstation!
Special thanks to @verschlimmbessernx for teaching me Davinci Resolve for the first time.
#unrealengine #zbrush #autodeskmaya #substancedesigner
Character for games final from Tyler Young’s class @gnomon_school
Modeled and sculpted using Maya, Zbrush, and Marvelous Designer. Hair cards made with Houdini. Rendered in Marmoset. Ground and skeleton assets from megascans.
Concept by @anafigreen
Music “Sacrifice of Tradition”by Ilan ishikeri.
#zbrush #marvelousdesigner #autodeskmaya
Final for Character for Games with Tyler Young @gnomon_school .
Really happy that I got to finish this one up even if there were a few slight technical difficulties. Couldn’t have finished this one without @namie_owo helping me with hair cards and acting as Houdini/Marmoset help desk.
Concept by Ana Fedina
WIP project I made for Environment for Games with Jon Arellano. Original concept based on the Pantheon in Rome. I learned a lot for this class and I’m excited to continue working on the next one with what I’ve learned. Thanks for all the help @nat.boony . #unrealengine #zbrush
Repost because I messed up the thumbnail last time
Final from Texturing and Shading 2 with Tran Ma.
Modeled in Zbrush, Maya, and Marvelous Designer. Textured in Adobe Substance Painter.
Rendered in V-ray.
I wanted to learn some new software and see how much I had improved after six months of 3D. I had a lot of fun using Marvelous Designer for the first time and texturing the garments alongside the skin and eyes. Special thank you to Tran Ma for helping me sculpt and texture the eyes, teaching Marvelous Designer, and providing invaluable feedback for the piece overall. Also, huge thanks to @evanrmcclure@hrh.online and @adaavy for teaching me how to use Nuke for compositing.
#kingbaldwin #marvelousdesigner #zbrush #maya #vray
Posting some old work. Would love to go back and redo a lot on this one and get some better renders but I definitely learned a lot for character modeling and sculpting.
Final from Texturing and Shading 2 with Tran Ma.
Modeled in Zbrush, Maya, and Marvelous Designer. Textured in Adobe Substance Painter.
Rendered in V-ray.
I wanted to learn some new software and see how much I had improved after six months of 3D. I had a lot of fun using Marvelous Designer for the first time and texturing the garments alongside the skin and eyes. Special thank you to Tran Ma for helping me sculpt and texture the eyes, teaching Marvelous Designer, and providing invaluable feedback for the piece overall. Also, huge thanks to @evanrmcclure@hrh.online and @adaavy for teaching me how to use Nuke for compositing.
#kingbaldwin #marvelousdesigner #zbrush #maya #vray
Texturing and Shading 1 Final. Models were provided. T-800 models belong to James Murphy and were posed using Mixamo. Textures were applied using photoshop and Substance Painter.
#maya #vray #terminator