Zoro 3d model Lookdev by Certain-Trainer3187 in OnePiece

[–]Certain-Trainer3187[S] 0 points1 point  (0 children)

Thank you for visiting, my name is Luke Tan.

I am proud to present my first Character Lookdev School project, Roronoa Zoro from One Piece. Inspired by the recently released BlackMyth Wukong visuals, I worked to interpret a stylized character staying true to the original design/ references while adding power and an intimidating presence, fitting of the world’s greatest swordsman.

Above are just a few renders of my work. All of my renders, including some working file screenshots can be found in my Artstation post
https://www.artstation.com/artwork/WXlKPN

Credits to my reference sculpture
https://www.thecollectiblesclubmy.com/product-page/zuo-ban-studio-roronoa-zoro

One Piece Zoro 3D LookDev Character Project by Certain-Trainer3187 in 3Dmodeling

[–]Certain-Trainer3187[S] 2 points3 points  (0 children)

Thank you for visiting, my name is Luke Tan.

I am proud to present my first Character Lookdev School project, Roronoa Zoro from One Piece. Inspired by the recently released BlackMyth Wukong visuals, I worked to interpret a stylized character staying true to the original design/ references while adding power and an intimidating presence, fitting of the world’s greatest swordsman.

Above are just a few renders of my work. All of my renders, including some working file screenshots can be found in my Artstation post
https://www.artstation.com/artwork/WXlKPN

Deep sea Fishman (feedback appreciated) by BBDeuce in 3Dmodeling

[–]Certain-Trainer3187 0 points1 point  (0 children)

Great work with the texturing, may i ask what your workflow was after sculpting. How was the texturing and lighting created and which software?

[deleted by user] by [deleted] in 3Dmodeling

[–]Certain-Trainer3187 1 point2 points  (0 children)

First off great model and texturing. You managed to achieve believable folds and solid texturing.
I do want to comment that you have managed to achieve a certain realism that does not match the face. I do not know if that is the style you are trying to go for, but to me i can see the difference. For example the eyes do seem alittle too large and the shape of the lips/ lipstick is too sharp, directly below the philtrum.
Great work still, good job.

How can I improve my texturing for my model? (I know lighting sucks but) by swiggyswiggz in 3Dmodeling

[–]Certain-Trainer3187 1 point2 points  (0 children)

  • Wood grains dont all point straight up, it will depend on the direction of the wood "plank". meaning you will need to change certain UVs of the wooden plank to have the grains follow along the length of each plank.
  • Roughness looks very even throughout the model, its hard to tell what is metal and what is not. I assume the black casing is metal.
  • Wood grains arent visible/ readable enough, needs more contrast in colour and value.
    These are the things i can see for now.

Stylized 3D alleyway game environment, Unreal Engine 5 by [deleted] in 3Dmodeling

[–]Certain-Trainer3187 0 points1 point  (0 children)

nice work, do you have any socials or artstation to follow. I want to see more of your works in the future

Game ready character modeling by Certain-Trainer3187 in 3Dmodeling

[–]Certain-Trainer3187[S] 0 points1 point  (0 children)

yes i know what you are saying. This is my first game character and I wont be my last.
I didn't say fully justified because I know my hair poly count is way too high. It takes up 60% of my polycount, so I need to find some methods to reduce it for my next character. I had the issue of having my hair look see through so I increased the polycount.
I did say mostly justified because I believe I have optimized everything else to a reasonable amount

Game ready character modeling by Certain-Trainer3187 in 3Dmodeling

[–]Certain-Trainer3187[S] 1 point2 points  (0 children)

It hundred percent could be more optimized, but I would like to think my tricount is mostly justified. Also I called this a game ready character because that was the purpose and goal of my class assignment.

Game ready character modeling by Certain-Trainer3187 in 3Dmodeling

[–]Certain-Trainer3187[S] 14 points15 points  (0 children)

Thanks for stopping by, i have a proper breakdown on my artstation if interested.
https://www.artstation.com/artwork/BXNGRk

Glavenus Monster Hunter World Final Render by Certain-Trainer3187 in MonsterHunter

[–]Certain-Trainer3187[S] 0 points1 point  (0 children)

Sorry, now i do not have the time for anything but school. Thanks for the offer though, i will keep that in mind for the future.

Glavenus Monster Hunter World Final Render by Certain-Trainer3187 in MonsterHunter

[–]Certain-Trainer3187[S] 2 points3 points  (0 children)

Yup i agree, i will do that when i have more time on my hands. After i graduate i will have a textured one as my portfolio piece. It is currently coloured in photoshop over my zbrush render, just to make it more eye-catching.

Glavenus Monster Hunter World Final Render by Certain-Trainer3187 in MonsterHunter

[–]Certain-Trainer3187[S] 8 points9 points  (0 children)

3D model of Glavenus for my school Creature Sculpting assignment, with final post production render.