Hello For a long time i wanted to create a preal-time character. This is it ! I used zbrush, blender, substance painter and photoshop to create this artwork.It was the first time i worked on a realistic character, i had to learn a lot of things and obviously i am sure there are many points to improve.I spent a lot of time…
So as a little project I wanted to model a head. The head of whom? Anthony Bourdain that who. This was basically meant to be just practice for modeling a head, nothing will be done with this except for texturing and I may try to learn how to use Hair in Maya. Here's his head. It's basically done, I need to go in and smooth…
I made this reproduction to properly learn organic topology, texturing and rendering as well as hair production. I also intend on using this on a game model soon. Final Render Clay render Color pass Hair Pass My Artstation Link :) Software used: Blender 2.79 with principled (PBR) shaders; Photoshop;
Hey everyone. I've always wanted to make environments based on the seven deadly sins, and I thought this contest would be perfect for greed. Softwares: Maya, ZBrush, Photoshop, Unreal Engine 4, and Substance Some references that I'm using: I made a blockout inside Maya then did a quick paintover inside Photoshop to get a…
Hey everyone, this is a personal project I was working on. The project started as a practice for female head and took some twist and turns to end up like this. There were still few things I wanted to fix, specially side of hairs. But this project fulfilled its purpose and I would rather start a new one to improve on things…
I've received a lot of feedback is that it looks like SSS wasn't used, but I think it's very close to what I realistically look like (and I make it in Blender and if I turn up the Subsurface Scattering the material will look like jelly.) . I can't see the difference in textures between me and the good ones on SSS, but of…
My latest work and first somewhat successful attempt at a realistic human. Modeled in Maya and Mudbox, I used texturing xyz maps for fine detail, and xgen for hair. I rendered in Arnold 5. There are definitely some things I would do differently if I were to do a second pass, but it's taken enough time already and it's way…
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