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Reinterpreting a 2D Concept in Three Dimensions Using Blender & Substance 3D

Rubiano Basquera talked about the creation process of the System Error project, explaining what his inspirations and references were, and detailing how he modeled the character and handled the texturing with different materials.

Introduction

I'm Rubiano Basquera, a 3D Artist based in Brazil. I was a Mechanical Designer for 29 years. I began studying CGI in 2017. I left my career as a Mechanical Designer to work exclusively with CGI, where I have been working professionally since 2021.

The Project System Error

This 3D artwork was developed based on a concept by the artist @madkobra, whose striking aesthetic and visual language served as the main reference for studying form, color, and atmosphere. The goal of this project was to reinterpret the concept in three dimensions, exploring volume, materials, and lighting to enhance the character of the piece and translate the strength of the original artwork into a 3D environment.

Throughout the process, I aimed to preserve the essence of the design while adapting details to a workflow focused on realism/stylization. I used three tools: Blender, Substance 3D Painter, and Photoshop. Simple, basic, and efficient!

Inspiration and References

I have always been an admirer of Alejandro Treviño (Aendom). I really appreciate his relaxed style of 3D art and, at the same time, the quality he brings to the textures and finishing touches of the file. So, I decided to follow him.

Not much, but high quality. Concept for modeling and a few more images of Alejandro's work, also to be used as lighting.

3D Modeling and Lighting

The intention was to make something that wasn't difficult to model. Note that basically all the geometries are fairly simple. The lighting was the part that took a little more work to get the power, colors, and positions right. I tested and defined almost all the lighting before even starting on the textures. Here is a video:

Textures

Made in Substance 3D Painter. I always work with different materials, as I believe this gives me greater control over the organization of the project and also in UV. I find this extremely important, especially for large projects, so that the Substance 3D Painter viewport is not so overloaded and runs more smoothly and consistently. This means that I can isolate and work on the appropriate material more fluidly and with faster calculations.

Below, we have the texture in its final state:

Final Rendering and Post-Production

Rendered in Blender Cycles, exported the render passes in EXR, and finalized the composition in Photoshop.

Rubiano Basquera, 3D Artist

Interview conducted by Emma Collins

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