Click Here to view all the amazing entries to Rookie Awards 2024
The Kobold
Share

The Kobold

Maria Jose Castillo
by Mambanegra3D on 27 May 2024

Creature project for VFX made at Animum Creativity Advanced School for the Master Degree in 3D Character and Creature Modelling It's based on the awesome concept art by Bjorn Hurri

0 105 0
Round of applause for our sponsors

The Kobold

Kobold is a word of German origin, used for ‘goblin’. This type of Kobold inhabited caves and especially mines.

Creature project for VFX made at Animum Creativity Advanced School for the Master Degree in 3D Character and Creature Modelling

My first VFX Creature.
It was a great challenge to create this incredible creature, being the first time I did something with so much detail and level in such a short time. I love this type of creature and being able to create it was fun and I learned a lot in the process.


Render Studio

Weapon

The weapons he carries are simple, but I wanted to give him a lot of detail and make him easily recognisable. I really enjoyed sculpting the bone and wood parts. I wanted the wood to be wet and the metal to be rusty.

Zbrush - Highpoly

I wanted every detail to tell a story behind it, of battles or the wear and tear of certain areas. I wanted the skin to have softer parts, or parts with more creases like the neck or harder areas like the back.

Mouth

I invested a lot of time in the mouth, I think it's a very important part and expresses a lot. I wanted dirty teeth, I didn't want a full set of teeth, I wanted it to have parts with pus to give it an unpleasant, scruffy look.

Process

Substance Painter

I looked for a lot of references to skin textures of lizards and creatures with wet skin. I wanted it to be dirty with dirt stains, especially on the feet, and to have drops of moisture running down the body.

I had to give it a lot of detail even if it wasn't visible to the naked eye but it gave it life.

And the mouth area with saliva and parts with pus inside.

I subtly marked the bony areas to give it volume. I manually made the scattering areas.


A pose + Wireframe

I studied the anatomical part of humanoid and lizard to be able to make a good base mesh with loops in the specific areas for a good animation.


Concept artist: Bjorn Hurri

Zbrush: Highpoly + Pose

Blender: Retopology and UVs
Maya: Render with Arnold
Substance Painter: Textures



Comments (0)

This project doesn't have any comments yet.