Programs Used: Maya 2024, Adobe Substance Painter 3D, Adobe Photoshop
Texture for Body + UVs
Texture for Body + UVs
Shirt Texture + UVs
Shirt Texture + UVs
Texture for Belt and Boots + UVs
Texture for Belt and Boots + UVs
Texture for Hat and other Belts + UVs
Texture for Hat and other Belts + UVs
Texture for Lantern and Shovel + UVs
Texture for Lantern and Shovel + UVs
Texture for Pants + UVs
Texture for Pants + UVs
Texture for Trenchcoat + UVs
Texture for Trenchcoat + UVs
This model was made in Maya and textured using Adobe Substance Painter 3D along with Photoshop for my 3D Character Design course in Miami University.
The original character I designed for this course is named Madilyn Obitria, a stylized grave keeper I created with an intended "cozy gothic" aesthetic in mind.
This course was both incredibly work-intensive and incredibly valuable as it allowed for the opportunity to reinforce some skills I had in 3D modeling while also learning new skills entirely. The process of developing the character's concept through silhouettes and thumbnail sketches, practices for proper topology and retopology, unwrapping and editing the UVs, texturing and editing materials, and lighting for the final render have all been a journey to figure out properly.
The most difficult part of this model was the hair as my character's messy, bouncy hair style didn't quite flow in a way that I could follow the exact techniques our professor had given us. I ended up constructing a basic shape guide out of spheres resized and rotated in various ways, and molded planes around those. Once I had finished one "strand" of the hair, I copy-and-pasted it and made the edits I needed for it to fit the next part of the mold and merging the objects and vertices where they connected.
Since I made this model with the purpose of being used in games in-mind, I sometimes went back through the various objects (the body, the shirt, the trench coat, the lantern, etc) and looked for places where I could reduce the poly-count while still retaining the shape and aesthetic. I also had to figure out how to create certain effects such as the rips in the hat and the trench coat while keeping the poly-count low and maintaining quads throughout the model.
This character was an amazing learning experience and I can't wait to carry the knowledge I've gained into other projects, as well as attempt to transfer my knowledge from Maya into Blender.
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