An original character sculpt based on a concept by me. I was inspired by seventeenth-century plague doctors, and I wanted to approach the historical garments from a fantasy perspective.
Modeling: ZBrush
Re-topology: Topogun
UVs: Headus UV layout
Renderer: Keyshot
Fantasy weapon sculpt based on this concept
I was inspired by the organic shapes of the weapon in the concept and was interested in making an “organic-like” blunderbuss style weapon. I also created a new type of gun mechanism.
Modeling: ZBrush
Re-topology: Topogun
UVs: Headus UV Layout
Renderer: Keyshot
Body style: Blunderbuss with Lever action
Mechanics: Insert the cartridge in the chamber found on the top and the trigger guard acts as the lever in order to load the weapon. The revolver-like-hammer could be used as an iron sight.
Environment modeled for Maya class I took at Gnomon.
Modeling: Maya
UVs: Maya
Textures: Substance Painter, Substance Designer
Renderer: Arnold 5
The concept was inspired by dystopian digital-future-age art from franchises like CyberPunk 2077, BladeRunner, and Ghost in the Shell. Although, I wanted to keep it rooted in reality by using some traditional building detailing such as the brick.
Brick 1024 x 1024 seamless texture was made in Substance Designer. The weathered effect can be adjusted via sliders to achieve the desired weathered look. I decided to go with the all-white version of this brick for the final scene since the traditional red multi-colored brick texture was not harmonious with the scene’s overall feeling.
Various Drawings
Materials: charcoal on fine paper
OpenGL graphics group project programmed in C
Includes: dynamic reflections, vert and frag shaders, accumulation buffering, camera movement, and transparency.
Ray Tracer including: reflections, refractions, shadows, transparency, and anti-aliasing
Basic ray tracer programmed in C++ with OO design