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Tiago Kuppens Character/Concept Artist Entry
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Tiago Kuppens Character/Concept Artist Entry

by TiagoKuppens on 2 Jun 2024 for Rookie Awards 2024

A small compilation of the finished work i've done over the past 6 months, learned a lot about the whole 3D character design and modeling pipeline. These projects were done for portfolio purposes, aiming to showcase technical and artistic experience. Modeled in Zbrush, Retopology in Maya, Texture in Substance Painter

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Philip Jackson Fan-Art/Concept

 "Some believe this to be but a statue. Others believe this to be a creation of the mad king, he who didn't tolerate the people who didn't smile when in his presence."

A fan art/concept I imagined while admiring some of Philip Jackson's sculptures. Managed to model the creature in the horrifying images I envisioned. Also had the chance to texture human skin, and had a great learning experience, while attempting to give the skin an old and damaged texture, while also being dry and stretched at some points.  Had fun playing around with the blood textures and roughness levels, creating a level of variation i'm very proud of. Also paid close attention to the hand and teeth anatomies, being based on human anatomy, but adding some variation to add to the unsettling figure.

The work is still in progress, needing to make some tweaks in the model, additional details to the clothes and skin, and adding a full rig for animations. The model already has game-ready topolgy and UV maps. Any feedback would be welcome!



Medieval Knight (Gothic Plate Armor)

The purpose of this project was to better develop and practice my technical skills by creating a realistic, historically accurate and game-ready knight in a gothic plate armor.

I focused primarily on creating proper topology and better UV maps, while also attempting to improve my modeling and texturing workflows. This project proved itself to be challenging, but extremely educational, improving my understanding of the whole character modeling pipeline. The importance of modeling focusing on the rigging process was also a great teaching, showing me the impact that clean topology and good geometry flow have in a game-ready model. Also found out the hard way why Zbrush isn't normally the preferred tool for poly modeling.

Leshen Variation (Fan Art)

This piece was a personal challenge, trying to recreate one of the most interesting creatures from my favorite game, a Leshen from The Witcher 3: Wild Hunt. I took some creative liberty to reimagine some portions of the model, such as the chest area, the exposed heart, and the overall texture, going for some crooked root-like wood.

Original sculpt by:

Marcin Blaszczak


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