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Sophie Tersigni · Rookies 2024
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Sophie Tersigni · Rookies 2024

Sophie Vazquez Tersigni
by sophietersigni on 31 May 2024 for Rookie Awards 2024

Hey there! I'm Sophie Vazquez Tersigni, I am a 3D character artist. This is the last project that I made during the advanced master of modeling and texturing Characters for AAA videogames. I hope you enjoy!

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Kirill

My own version of Kirill from Metro Exodus The two Colonels.
I did this piece as the final project for my advanced master "Modeling and texturing Characters for AAA Videogames" at Voxel school. My objective was to make a realistic character based on the concept art of Kirill made by Anastasiia Tkach. I've chosen this concept because I thought that making a kid is a bit more difficult than making an adult and I wanted that challenge. I cared about giving it a realistic look but at the same time wanted to preserve the videogame’s look. 

Process

Im going to show the making of Kirill as well as I can because I know that there are many photos that I don't have of the process. I hope you like it.

Final render

I used ZBrush for the sculpt, details and posing. Marvelous designer for the clothes, Substance Painter for the texturing, Maya for the hair and the retopology, UV layout for the uv's and Marmoset for lightning and rendering. 

Render in A pose

Concept Art

The concept art was made by Anastasiia Tkach for Metro Exodus The two Colonels.

PureRef

Was a bit difficult to make the proportions of a kid so I went to a museum where I made a lot of photos of kids statues to have my own references and I put some of them on the PureRef.

Basemesh

I made the basemesh in Zbrush but I don't have any Zbrush capture, but I made this one from the basemesh in Marvelous designer so you can see the kid proportions.

Marvelous Designer

I think that my favourite part of every project is looking for patterns and making the clothes in marvelous.  I love seeing how wrinkles are generated and trying to replicate the concept.

Zbrush

Process of sculpting details in Zbrush. When I was happy with the details I prepared this high poly mesh to make the low poly one.

Substance painter

Texturing process in Substance painter. In this case I'm showing the skin process,  I made different skin layers and underskin veins to try to make a realistic look and feel.

Xgen 

I made the hair in Xgen because I wanted to practise everything that I learned at the Xgen classes.

Wireframe

The final render with wireframe overlay.

Final render - Posed

I posed the character in zbrush with Zspheres, I think that's an easy way if the pose isn't very difficult.

The render was made in Marmoset toolbag 4. During the rendering I tried multiple lighting settings before I found the final one. I was trying to make it as similar as I could to the concept art.



Thank you!


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