3D Character Artist
from Kathmandu, Nepal
Skills
Styles
Tools
Hello everyone!
I started this project based on an awesome concept by Rodrigo Idalino
https://www.artstation.com/idalino
.
My goal with this piece was to improve my hardsurface modeling skills, using Zbrush as the sole sculpting tool.
The face was created in Zbrush, after which I used the meta human assets and workflow to obtain the low polymesh, the UVs, and the in-engine shaders.
I used Topogun and 3dsmax for the retopology of all assets, Rizom3D for the UVs; hair textures were made using Xgen and Coiffure, then hair planes were hand placed in 3dsmax.
The tech suit was textured using Substance Painter, the scenes for the renderings were assembled in UE5, while the edits and cuts for the video sequences were made in DaVinci Resolve.