3D, CGI, digital, Production

Organic and Hard Surface Modeling examples: Edge loops, anatomically correct deformations. Displacement and normal maps. Low polygon modeling, high polygon subdivision and sculpting.

My general workflow for modeling characters, environment and props consists on:

  • Drawing orthographic views and elevations.
  • Modeling the big silhouette first, no details.
  • Import into ZBrush, sculpt silhouette details using Dynamesh.
  • Retopology the mesh.
  • Open UVW, apply finer details.
  • Export retopologized model, displacement and normal maps.
  • In some specific cases, it could come to applying details from finished sculpting into the retopologized model.

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