Pilot

Stylized Character

3D Game Model

After getting familiar with hard surface modeling, I decided to take on a new challenge by creating my very first character. It quickly became apparent that the level of difficulty had increased significantly. Unlike the rigid and mechanical nature of hard surface modeling, character creation required a deep understanding of anatomy, proportions, and organic shapes.

I began sculpting in ZBrush, a powerful tool that, while incredibly versatile, demanded a steep learning curve. The process of shaping and refining the character’s features, from the subtle curves of the face to the intricate details of the clothing, consumed a considerable amount of my time. I spent countless hours experimenting with brushes, learning how to manipulate topology, and understanding the importance of proper lighting and shading to bring the character to life. Despite the initial struggles, I found the experience incredibly rewarding, as it pushed me to expand my skill set and think more creatively. Each mistake became a lesson, and every small improvement felt like a significant achievement.

Wireframe in Highpoly model vs Lowpoly model

Base Color, Metallic, Normal & Roughness Map

Modeling with Maya, Sculpting with Zbrush, Baking & Rendering with Marmoset and Texturing with Substance 3D Painter

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