3-D Creature Character Modeling

Creature Final

Kalytera Na Trecheis (Greek for "You Better Run")






























Creature HP Updated
CAGD 331





October 8, 2018
Character Concept Update

I got more adept with brushes and zBrush, so more detail and definition has been applied. I angled, altered and changed up the horns. I've added vine-like tendrils on the hands and feet to follow the concept design more. Of course it still appears symmetrical, I'll be adding more sided designs when I'm more satisfied. The posture has been altered to make the model appear to be more balanced.







September 24, 2018
Character Concept (Form)

Due to the feedback that the shadow demon is one I should be doing especially since I'm new to zBrush. I was able to rough out the general shape, and add some detail to fit the image. However; a side, front, and back pose reference are needed, so I have to work on those to make it more easier on myself.







September 17, 2018
Character Concept

For my idea, I'm thinking along the lines of Halloween Styles.
Halloween is more fun with small amounts in scare in the now, so I'm going with the top image for the girl as a template.

For the image below, I'll be using the shadows on the body to encompass the body along with the markings on the hands, legs and torso.




For the markings, I'll be giving them a color scheme of the purple highlights in this image with varying markings.



I'll be changing the face a little bit to become more halloween oriented by giving her these empty eyes that leak out an ethereal light.





September 9, 2018
Simple Organic Modeling (Frog)

To start off, I tasked myself to create some organic modeling of a slim frog. The process was pretty straight forward using the images into the image planes to sculpt the polygons into shape. A lesson taught to us was to have flow in the wireframes and the faces to have it appear to be more organic. Later after the modeling, the UVing was rather straight forward with the 3D Cut and Sew UV tool allowing me to flow with creating shells. Then organized the shells into 1 of the sections on the UV editor.









The problems I did encountered was after exporting the low poly into substance because I forgot to UV the eyeballs, so I went into Maya and redid the UV shells and scaled them into size then exported. One issue was more of an artistic problem. The reference I chose to use for Substance Painter was a frog with spots, so it took some time to paint them on. After that, I imported to Maya with the normal, base color, and height map then put those on the frog and rendered with lights and a low poly lily pad. At the end, I created a quick rig to pose the frog.

Reference



Render 1



Render 2



Comments

Popular Posts