Seo Wen Xian
is a3D Artist
from Malaysia
Skills
Styles
Tools
Necro (Marmoset Real-time Render)
Modeled based on the concept by Vetarmora on Artstation. I did it for practice purpose and also to see how far I can push on doing the skin details. It was a great experience and a fun process. I also did a few different lighting setup referencing Stranger Things, Joker's cinematic mood.
Peaky Blinders Tommy's Office (Unreal Real Time Render)
Hey guys, here's my another work inspired by Peaky Blinders TV series. This time I tried to get my hands on UE5 and it was quite a fun experience. Lumen was a really fun thing to learn and I really did enjoy it when in the process, it really shows some really different result comparing to other render engines. For the textures, some of them were created by hand, painted in Photoshop and also with mixture of preset materials but I only use them for base, most of it were tweaked and added with textures created by hand paint alphas and pictures. Almost all of the assets were created by me by hand, except for the Statue next to the window, I used it as a base mesh and on top of that I resculpted it and retopo it according to my needs. All the assets are game ready and in mixture of 1k, 2k and 4k textures.
Tommy Shelby - Peaky Blinders
My attempt on Thomas Shelby, I really like the performance of Cillian Murphy in the series so I gave my shot on it. The facial feature is really a tricky issue when comes to capturing the likeness of his face. The eyes area might be the most challenging part on his face considering he has a really deep orbital compare to the others and the shape were quite unique. I still have much more to learn when comes to capturing likeness.
Xgen wasn't a big trouble when it was in progress, although a few technical issue happened but I managed to handle it and I learned a thing or two from it.
Assets and Lightings (Final Year Project Short film: Journey)
Hi, here's my final year CGI Animated short film project, Journey. In this short film, I took part in multiple roles. As an Environment and Asset modeler, I contributed in modeling the train, train's cabin interior, and all the assets that were placed inside the cabin. I was in charge of modeling the environment and the assets, and textures were all by the texture artist in my group. The assets are modeled base on our project's concept artists' idea. I also take part in setting up the lighting for the final renders. As a lighting artist, I was tasked to setup 12 out of 58 shots of lighting.
Here is the final released of the short film:
Weapon Hard Surface Modeling
credit:
@eddiemendoz for the concept art!