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Winter's Advance

For this project I wanted to create some sort of wintry goddess. After settling on a cervitaur, mostly as an excuse to sculpt most of a deer, I sketched my way to a design I was happy with, modeled the character in zBrush, retopologised her in Maya, textured her in Substance Painter, hand-posed her in Maya, and assembled a scene for her to walk through in Unreal.

I began with an aim to create a wintry cervitaur, and did several concept sketches to nail down my major directions for her design, and color exploration thumbnails.

I began with an aim to create a wintry cervitaur, and did several concept sketches to nail down my major directions for her design, and color exploration thumbnails.

To test out my plan for the scene and the lighting, I took my major-forms sculpt and tossed it into unreal with some lowpoly trees I had from a previous experiment

To test out my plan for the scene and the lighting, I took my major-forms sculpt and tossed it into unreal with some lowpoly trees I had from a previous experiment

I like to hop between Substance Painter and Unreal during my materials development process. Here's one such test.

I like to hop between Substance Painter and Unreal during my materials development process. Here's one such test.

Then I took my posed character and put her into the evolving Unreal scene, now with a proper fence, painted landscape, and atmospheric fog.

Then I took my posed character and put her into the evolving Unreal scene, now with a proper fence, painted landscape, and atmospheric fog.

After refining the materials and adding detail, I had lots of fun finding nice views all around the scene.

After refining the materials and adding detail, I had lots of fun finding nice views all around the scene.

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One last one of the details on her face, fur, and bodice.

One last one of the details on her face, fur, and bodice.