In a world where space exploration is a common venture, many companies formed to restore and explore exoplanets. I aimed to research and design a corporative uniform that subtly transfers across different job roles; then further develop one of the characters in 3D.
More images on my artstation post : https://www.artstation.com/artwork/3GxPm
Replies
Little Red : https://www.artstation.com/artwork/J2Vaa
I designed this character almost a year ago for a university project. Since then, I've had time to refine my skills and become more adept in 3D. I felt the design had a lot of personality, and I wanted to have another crack at it to see how far I could take it nowadays. I really enjoyed making the backpack specifically. I am still trying to find a balance when deciding which details should be implemented in the High Poly sculpt and which details to add in via the texturing process. 60% of this character was handpainted using polypaint in zbrush and the rest use subtle stitching patterns overlayed with additional baked information. I created the patchwork trousers manually using a method of segmenting tileable textures in photoshop. All the clothing was hand-sculpted since my pc still can't run marvelous Designer simulations. Consequently, I learned a lot more about sculpting fabric, though there is still a lot of things I want to experiment with in the future.
Facial Anatomy Sculpt : https://www.artstation.com/artwork/5LyAz
I created this 3D anatomy study to help aid my character work. I think its important as a 3D Artist to develop an understanding of mass and form in 3D space as well as doing 2D studies. For reference, I primarily used Eliot Goldfinger's book "Human Anatomy For Artists" in combination with Scott Eaton's anatomy tutorial:
https://www.3dartistonline.com/news/2015/09/scott-eaton-anatomy-tutorial/
I've found it particularly challenging to gather reliable references, especially when targeting research towards specific muscle groups. If anyone has any reliable resource suggestions, please let me know. I am very open to critique also.
Nicolaus Edelstein, Lansquenet Gem Enthusiast
Here's the latest character I've been working on these past couple days. Nicolaus is a DnD themed character based on a German style mercenary from the 30-year war of the 1600's and also referencing some of the European fashion from the 15th and 16th century. Given the wild influence of a Dungeons & Dragons universe; Nicolaus Edelstein is an Elven nobleman who has lived for over 100 years. He has no interest in the politics of mankind, but if he can find new ways to fund his gemology studies, he is more than happy to lend his enchanted blade in rapier.
C&C welcome... High resolution on artstation >>> Artstation Post
Glam Rock Lumberjack: Re-presented
Much Higher Resolution on here >>> artstation.com/artwork/vXG6aI produced this character during my time at university. It was Inspired by drag race and the iconic glam rock movement in the UK during the 1970s. The character was a little adventurous and understandably not to everyone's tastes... I had a lot of fun working on it though. He was designed to be the counterpart to my "Little Red" character I also made (A contemporary spin on the little red riding hood story). This guy represents the Lumberjack of the story. Though In this universe he is a glam rock pop star who "slays" with his weaponized saxophone... The 'Axophone'.
Nicolaus Edelstein: Landsknecht Gemologist (3D Edition)
High res on artstation: https://www.artstation.com/artwork/ng0BeThis character is a fantasy mashup of 16th century German Landsknecht & dungeons and dragons. I created the 2D concept for the character last month which can be found here: https://www.artstation.com/artwork/5kPE8
Since this was my first time creating armor & decadent clothing, I chose to stick closely to real historical reference & stray a little from the original concept. I wanted him to look clean & scholar-like to narrate his gemologist lifestyle, keeping his armor clean and polished to stand out as a high-class mercenary for noblemen. His armor is engraved is simple decorative patterns to avoid being associated with any guilds or organizations.
I created the clothing in marvelous designer and then refined it in zbrush. I poly-modelled the armour inside of 3Dsmax and all the skin was polypainted in zbrush. The clothing was textured in Substance painter and re-adjusted in photoshop. I created the hair manually using custom hair-cards in 3Dsmax. I rigged him in 3Dsmax too.
Exodus : The Plague Bearer
Named after the book of Exodus. These locust style creatures evolved from the 8th plague of Egypt. They've colonized and destroyed life on many other worlds and are roughly 4ft in height. The race is commonly known for their agile tracker abilities and poison resistances.high res here: https://www.artstation.com/artwork/Q18vB
Exodus Concept Work
Early Project : Work in progress shots
Just wrapped up my first proper 3D creature project Exodus, The Plague Bearer
I really enjoyed the challenge of this character and it's a great feeling to step away from my comfort zone and not have completely failedWIP: Sweet Tooph
Sweet Tooph is a demon of glutony, trained in the art of temptation and marshmallow mischeif. I aim to finish the concept over the next week If I find enough time after work. Overall I'm really please with her progress and with inspiration at an all time high I wish i could work on her all night without worrying about being to tired for work the next day *sigh*. Regardless. look forward to sharing my progress of her in the near future!