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3D Modelling

This page showcases my original 3D modelling projects. 

Software's used across 3D modelling projects: Zbrush, Maya, Adobe Substance Painter, Unreal Engine and Adobe Premiere Pro.

Realistic 3D Model
RealisticModelIvy

Realistic 3D Model - IVY

My realistic 3D Model Ivy was created to demonstrate my realistic 3D modelling and creative texturing skills.


To optimise the modelling process, I created concept art of Ivy and her prop to provide me a reference when 3d modelling. Additionally, I chose to model Ivy in an A pose to simplify the modelling and UV unwrapping processes, for future rigging and texturing stages.

Softwares used: ZBrush, Maya, Adobe Substance Painter, Unreal Engine, Adobe Premiere Pro

IVY - High Poly Model

Ivy's model was made using Maya and ZBrush. I used Maya to model parts of Ivy's model that were organically shaped. For example, I modelled primitive shapes for Ivy's hooves, necklace, horns and staff in Maya to make modelling finer details in ZBrush easier. In addition, I wanted Ivy to look realistic, therefore I used ZBrush software to sculpt her high poly model to sculpt fine textural and shape details. 

It was a challenge to model Ivy's texture patterns by hand, therefore I utilised alpha stamps to imprint desired textures across Ivy's model to efficiently create a more realistic textures. To enhance these alpha textures further, I manually refined the textures to make them appear more organic.

When sculpting Ivy, I wanted to make sure her human and centaur proportions were realistic. Therefore, to model Ivy's realistic proportions, I referenced many centaur muscular anatomy references to build her lower body. Ivy's lower body was built from layers: muscles, skin, fur, then final details to enhance textures and add scars.

Modelling Ivy was a very fun process, as I was able to use my traditional drawing & sculping to work through this process.

Softwares used: ZBrush, Maya

Stylised 3D Model - MILLIE

Stylised 3D Model

My stylised 3D model Millie was developed to highlight my stylised 3D modelling skills and creative choice process.

My character was conceptually designed to appear stylised and cartoonish, therefore I chose to model this character in Maya to utilise Maya's primitive shape models. To uphold a cartoony modelling style, I designed and sculpted all assets to appear overly large, and squishy to reinforce the cartoon aesthetic and Millie's welcoming personality.

Softwares used: Maya, Adobe Substance Painter, Adobe Premiere Pro

MILLIE - High Poly Model

Millie was designed to appear cartoony and stylised therefore I modelled the character, prop, and stand in Maya. Using Maya provided strong primitive shapes to model my character and speed up my modelling process. For example, I used spheres for Millie's eyes, torus' for Millie's apron lining and cubes for the remaining assets.

I wanted this model to reference cartoon aesthetics and make each asset recognisable. Therefore, I grounded Millie's concept design in reality and enhanced her key elements. I exaggerated Millie's large ears, large tail and small feet to highlight Millie's chinchilla features. 

 

I was challenged modelling Millie's head shape. To overcome this, I modelled the basic head silhouette, then applied multiple edge loops to her head to create a smoother, organic shape. 

Softwares used: Maya

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