![Game-ready model - Scarlet Shadow](https://d3stdg5so273ei.cloudfront.net/alweksnada/2024-05-30/398989/1400xAUTO/Cover_2-alweksnada-crop.png)
Game-ready model - Scarlet Shadow
![Aleksandra Perevezenceva](https://d3stdg5so273ei.cloudfront.net/alweksnada/2022-05-20/442373/50x50/120095458_1465816373606874_7769458653304536468_n-alweksnada-crop.jpg)
This 3D model portrays a young vampire woman, designed with a black-and-white style and striking red accents. Her fair skin, messy dark hair, and expressive red lips create a captivating contrast, drawing focus to the character’s image.
My goal was to create a high-quality product that could be used in various projects. To achieve this, I followed the industry-standard 3D modeling workflow. Additionally, I experimented with new techniques that helped me work more efficiently and re-evaluate mistakes I had made in previous projects.
I have always been inspired by games with a gothic theme, especially those involving vampires in a more modern setting. Games like Vampire: The Masquerade – Bloodlines (Troika Games, 2004) and Vampyr (Dontnod Entertainment, 2018) immediately come to mind. However, there are not many games in this genre, and most of them lean towards realism. As a result, the idea of creating a modern and stylized character for a potential third-person RPG emerged – a character that could captivate players with both its appearance and story.
Starting with a search for references, I focused on a more modern style, while trying to maintain a gothic aesthetic. I looked for inspiration not only in the media, but also among real people who dress in a similar style. In my moodboard I tried to include different design solutions, as well as characteristic things from different eras.
After finishing the design, I began the process of reproducing the model in 3D. I started out by using basic shapes like spheres, cylinders, and so on, which allowed me to gradually improve the shapes of the model.
Initially, I combined all the components of the model – both the high-poly and low-poly versions – into a single object. To ensure that everything is baked properly, I then check if they are both in the centre of the coordinate axis and add name suffixes (_high and _low). If I encounter errors, I try to experiment with different settings. But if it does not work, I manually correct the textures.
Being a stylized model, I made the decision to stay away from overly intricate texturing. I used primary colours to fill the model parts, made a slight gradient, and added shadows to highlight the volume using the 'Ambient Occlusion Mask' generator.
At this stage, I decided to render all my work in Unreal Engine 5. I placed the main light sources, added effects, as well as additional accessories to the scene. I made several renderings from different angles, as well as with a transparent background, so that I could later insert the render of the model into another picture.
I also wanted to present the work so that all the pieces looked harmonious and had a single style. To achieve this effect, I designed a special template for all the images: I picked a colour scheme, drew a frame, and selected fonts.
Overall, I am happy with the model's quality, however there are a few minor flaws. I believe I achieved my goal, and my model, which was developed in accordance with industry standards, can be used in a range of future projects. I intend to complete this model, address errors, and add extra features.
In addition, I believe that this project was beneficial to me because I noticed an improvement in my skills after documenting the entire process. I not only reinforced the skills I already had, but I also learnt new ones that made my development process much more effective.
Software: ZBrush, Autodesk Maya, Adobe 3D Substance Painter, Photoshop, Unreal Engine 5.
Portfolio: https://www.artstation.com/alweksnada
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