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High-poly Armor Model

(Maya, Zbrush, Substance 3D Painter)

Year created: 2024

Description

I made this project during my 4th semester in the Game Design and Animations program in my spare time.  I saw it as a way to practice going through the whole work process of putting a model together from start to finish, as opposed to just focusing on the 3D modeling aspect, while also combining my knowledge of organic modeling and hard edge modeling. Another goal that I had while working on the project was that I wanted to focus on performing at a higher level that was closer to what might be expected of me in industry. When I started the project, I chose a set of armor drawings that seemed like they wouldn't be overly complicated to the point where I would be unable to finish them within a reasonable time frame, but that still felt unique and distinct enough in their design that I would need to grow as a 3D modeler to complete them.  As a result, I became significantly more adept at using all three programs (Maya, ZBrush, & Substance 3D Painter), the use of X-gen when creating the pelt, and working around inconsistencies in design schematics due to the differences between the front and side view of the drawings. The original 2D drawings were done by a concept artist at a company called DreamPrimer who goes by Timea Pap on ArtStation.com. The textures used were the "fabric rough aligned texture", "steel rough texture", and the "aluminum pure texture" from 3D Substance Painter, and the "iron chainmail texture" from Adobe Substance 3D Community Assets made by Marion Marchive.

Reference Image
timea-pap-plate-armor-uncommon-male (1)_

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