![Amirhosein Sajadi 2024](https://d3stdg5so273ei.cloudfront.net/amirhoseinsajadiii/2024-06-01/090668/1400xAUTO/Thumbnail-amirhoseinsajadiii-crop.jpg)
Amirhosein Sajadi 2024
2024 was a fascinating year. I learned a lot, met many amazing people, and managed to create some good pieces.
Pedro Pascal Likeness
For my project at Art Heroes, I created a 3d likeness of Pedro Pascal as Joel from "the Last of Us" series. Here's an overview of my process:
1- Base Mesh Preparation: I started with a sphere and then wrapped a free base mesh from 3DScanStore around it.
2- Adding Details: I introduced asymmetry and secondary details to enhance realism. Then I applied displacement maps from 3DScanStore to incorporate tertiary details.
3- Shader and Grooming: I moved to Maya to set up my shaders. Using XGen, I added grooming to replicate hair and other finer elements (such as beard, peach fuzz and etc.).
4- Rendering and Refinement: I took my initial renders and compared them against reference images. Based on this comparison, I made the necessary tweaks to ensure the model closely matched the reference.
Qin General (Female Version)
Concept by Meng Fan:
https://mengfan.artstation.com/
Here is the project that I have completed for Artheroes. I created the high-poly models using both Maya (with most hard-surface elements done in Maya) and ZBrush. I textured the assets in Substance and used Marmoset Toolbag for the final presentation.
I aimed to mimic industry standards, so I kept the entire asset at about 60k triangles (62710 tris). I utilized real-world scales for my character and ensured consistent texel density across all pieces (I set them all to 10.24 pixels/cm - I chose a texel density typical for FPS games to enhance the visual quality of my character), with a higher density on the face. The texture map sizes for the assets are listed below:
1- Character: 2k
2- Horse: 4k
3- Swords: a 512 map for each
4- Spear: 1k
5- Shield: 1k
6- Helm: 512
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