
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

High poly model

High poly model

High poly model

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

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

High poly model

High poly model

High poly model

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