![Brian Sumali | 3D character work](https://d3stdg5so273ei.cloudfront.net/BrianSumali/2024-05-31/432367/1400xAUTO/Untitled-1-BrianSumali-crop.png)
Brian Sumali | 3D character work
a real-time and film character I created during my classes at Gnomon School of Visual effects
Hello, the following works are projects I have done from some of my classes at Gnomon School of Visual Effects. In this post I will show my main steps into creating these projects.
![](https://d3stdg5so273ei.cloudfront.net/BrianSumali/2024-05-07/584972/1400xAUTO/Untitled-6-BrianSumali.png)
The first one is a original concept as I envisioned a Cyberpunk Mercenary Character "Lotus" rendered in V-ray with a film pipeline in mind
My reference board. I had a general Vision for what I wanted with different outfits and clothes for what kind of style and fit I wanted to create, for the face my main reference was "SUZY" but I wanted to age her a bit more to give off a more mature tone while still retaining her youthful appearance. and referred to XYZ models to set the quality bar. And I wanted the clothes to be a mix of streetwear and techwear to lay the foundation for what I wanted to make.
Almost everything was sculpted in Zbrush, the exceptions being the Hardsurface elements such as the mask, the buckles, and the Gun as well as the clothes. For the Hardsurface elements those I poly modelled them in Maya from basic shapes and securing them with edge loops for subdivisions. And as for the clothes I created the fabric in marvelous designer first before modifying it in Zbrush.
As for texturing and Lookdev I textured the albedo and the pore displacement in Mari, to get a higher texture resolution for the pores from the XYZ multichannel map
I further modified the Albedo map from Mari to Substance painter to apply subtle blemishes as well as texture the outfit, at the same using Yeti for the main hairstyle in Maya and Xgen for peachfuzz and eyelashes.
the firearm was modelled in Maya and Zbrush and textured in substance painter, and was originally intended for a game character topology, It's an original concept and was made off a single handed bullpup AK Idea
![](https://d3stdg5so273ei.cloudfront.net/BrianSumali/2024-05-07/171073/1400xAUTO/Untitled-4-BrianSumali.png)
This is the reference board for the Assassin project, with the original concept from Dia Nak(https://www.artstation.com/artwork/PmR1v1). My plan was not to follow the reference completely but make a bit more of a realistic character with his concept in mind. I began to break down what type of face and all the different elements within the concept art.
The clothes were hand sculpted using the extract feature Zbrush had and applying fold details with brushes except for the scarf where I used Marvelous to apply physics and then return to Zbrush to sculpt more folds
After the high poly was finished it was retopologized and UVd with 6 UDIMS, The face was ZWrapped with a ZYX Model for the base textures and along with the clothes further textured in Substance Painter
![](https://d3stdg5so273ei.cloudfront.net/BrianSumali/2024-05-07/607960/1400xAUTO/Untitled-7-BrianSumali.png)
Hair cards were placed in Maya and then subdivided in Marmoset
![](https://d3stdg5so273ei.cloudfront.net/BrianSumali/2024-05-07/277468/1400xAUTO/Untitled-5-BrianSumali.png)
Ray tracing was used in Marmoset for higher Quality renders, and camera adjustments as well as different lighting scenarios until I got a desired result
I would also like to thank My Teachers Damon Woods, Tran Ma and Miguel Ortega, and Gnomon Students for guidance as I was creating these projects.
Thank you for your time and goodluck to all the other Rookie participants!
Comments (7)