![Simón García - Character Artists - Portfolio 2024](https://d3stdg5so273ei.cloudfront.net/Simongf/2024-05-30/593822/1400xAUTO/Main_pic-Simongf-crop.jpg)
Simón García - Character Artists - Portfolio 2024
![Simón García Fernández](https://d3stdg5so273ei.cloudfront.net/Simongf/2024-05-27/277041/50x50/face-Simongf.jpg)
Hi, this is my entry to "The Rookies Awards 2024". I show you all the projects I made during my 3D Character Artist stuides at Animum Creativity Advanced School. I'm open for job opportunities. I hope you like it!!! :)
About me
Hi, my name is Simón, I'm 22 years old and I'm from Segovia, Spain. I'm a 3D character artist and I just finished my studies last winter at Animum Creativity Advanced School.
My work
Last year, I completed my studies in 3D character art at Animum. This entry features the best models I created during that time. Let's start!
Omkelend
Concept
The first big challenge I faced in the course was to create a 3D creature from scratch that could be used in a CGI film. I decided to use the Omkelend concept by Edin Durmisevic as inspiration to create this model.
References
I started the process by searching for references on anatomy, basic forms, and details of the different parts of the creature.
Scuplture
The next step is to sculpt the entire creature. To do that, I use ZBrush.
This is one of my favorite parts of the project, especially sculpting all the small details that make it come alive.
Retopology
Once we have the high-poly sculpt, we do the retopology to create a mesh that can be animated. I used Maya for this part of the project.
Textures
The next step is to create all the texture maps I need to convert the low-poly mesh into a realistic creature. I use Substance Painter for this.
Base color example
Pose
After that, I posed the model to achieve a professional final render to show to the public.
Hair
The last step was to create peach fuzz using XGen to achieve a more realistic result and render it all using Arnold in Maya.
Final Render
![](https://d3stdg5so273ei.cloudfront.net/Simongf/2024-05-30/898426/1400xAUTO/Omkelend_Render_main-Simongf.jpg)
Dani Diez's Kid
Concept
The next project we had to do was a cartoon-style character for animation. I used Dani Diez's concept as inspiration. The process was basically the same with more poly modeling and less sculpting to achieve more stylized forms, but the same passion. So I don't need to explain all the details.
Modeling
![](https://d3stdg5so273ei.cloudfront.net/Simongf/2024-05-30/601543/1400xAUTO/model-Simongf.png)
Textures
Base color, Roughness, Normal
Low-Poly
Final Render
![](https://d3stdg5so273ei.cloudfront.net/Simongf/2024-05-30/034665/1400xAUTO/mainFinal-Simongf.jpg)
Whimsy
Concept
The last project I made during the course was a game-ready character. For that, I used Semilex's concept "Whimsy".
Scultpure
![](https://d3stdg5so273ei.cloudfront.net/Simongf/2024-05-30/176392/1400xAUTO/Sculpt-Simongf.png)
Retopology
In this case, we had a maximum of 100,000 polygons for the retopology because this character will be rendered in real-time in Marmoset Toolbag 4. I used just over 87,000 polygons.
Textures
Hair
This time, creating the hair was a big challenge because we had to use hair cards instead of XGen for real-time rendering. To create the textures, I used HairStrand Designer and placed them around the head using ZBrush.
Render
Finally, I posed it and rendered it using Marmoset Toolbag.
![](https://d3stdg5so273ei.cloudfront.net/Simongf/2024-05-30/685481/1400xAUTO/Whimsy_Main-Simongf.jpg)
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