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HomeAnimationsBehind the Scenes: Elf Bust

Behind the Scenes: Elf Bust


INTRODUCTION

Hello, my title is José María Barbenza. I am a 29-year-old freelance 3D artist from Argentina. I’ve all the time appreciated all points of 3D, however I specialise in 3D modeling, sculpting, and texturing.

From a really younger age, I labored in movie and brief movie productions, which helped me achieve sturdy expertise within the 3D world. Then, I began working freelance for movie productions, sequence, video video games, and commercials. I have been utilizing Blender since 2011, and I’ve all the time beloved its nice flexibility for all areas.

INSPIRATION

I’ve all the time appreciated The Lord of the Rings, and I wished to do a venture associated to it. As quickly as I had the time, I did it. I used to be impressed by the elves within the motion pictures in addition to the stylized elves within the Dragon Age online game.

Inspiration 1 1

I made a decision to combine types and create a semi-realistic elf with a mix of sensible and stylized options.

MODELING

First, I all the time begin with a tough blocking of what I take note of after which add particulars in a selected order. I started by sculpting the top after which re-topologized it utilizing conventional Blender instruments.

Modeling 1 1

Subsequent, I used the high-poly mannequin so as to add extra particulars, equivalent to pores and skin texture and tweaked it to create a traditional map and displacement map for the high-poly to low-poly mesh conversion in Substance Painter.

Modeling 2 1

I additionally added the eyes and a teardrop.

Modeling 3

After ending the top detailing, I proceeded to mannequin the clothes and ornaments.

Modeling 4

TEXTURING

I used Substance Painter to texture the mannequin.

Texturing 1 1

For the pores and skin, I prefer to hand-paint it by combining totally different colours till I get the appropriate one.

Texturing 2 1

HAIR

First, I posed the bust and ready the digital camera. Then, I used Blender’s particle system and divided it into components:

  • Facial Hair
  • Eyebrows, Eyelashes, and Beard
  • Hair and Braids (I used HairNet for the braids in order that the particles observe information curves)

Hair 1

It’s a advanced and tedious work, nevertheless it’s vital to get the main points proper. It was in all probability essentially the most time-consuming a part of the venture.

RENDERING

This stage can also be lengthy. I make lighting assessments till I discover the appropriate form, appropriate errors and particulars.

Render 2 2

On this stage, I additionally added the crown that I modeled with curves.

Render 1 2

ELF BUST

Final Render 1 Render 3 2 Final Render 2 Final Render 3

Thanks for studying. I hope it has helped you perceive the method.

Greetings!

Concerning the Artist

Artist 1 1


José María Barbenza,
a Senior 3D Artist / 3D Modeler from Argentina. At present freelancing in movie productions, video video games and commercials.

 

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