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KORAKI - Female 3D Character Breakdown

This is my first personal 3D character. The goal was to develop this project to learn more about anatomy and photorealism applying acquired knowledge. Many things to improve, but happy with the final result. 
Hand sculpted in ZBrush. Modeling and retopology done with Maya and Wrap. Textured in Mari and Photoshop. Texturing XYZ maps were used for the base and the fine details of the skin. Hair in XGen. Marvelous Designer for the jacket. Rendered inside Arnold using ACES color space. Compo in Nuke.

Cinematic shot using volumetric lights and anamorphic lenses in order to achieve the characteristic bokeh in the highlights. Some distortion and grain has been added in compositing.

Cinematic shot using volumetric lights and anamorphic lenses in order to achieve the characteristic bokeh in the highlights. Some distortion and grain has been added in compositing.

Low poly head mesh with proper edge-loops and UVs for texturing and animation.

Low poly head mesh with proper edge-loops and UVs for texturing and animation.

Cleanup and painting process of the diffuse map. From the raw projection to the final texture.

Cleanup and painting process of the diffuse map. From the raw projection to the final texture.

Simplified diagram of the steps involved in the generation of Primary, Secondary, Tertiary and Micro displacement maps.

Simplified diagram of the steps involved in the generation of Primary, Secondary, Tertiary and Micro displacement maps.

Final high poly sculpt inside ZBrush. Custom wrinkles and details were sculpted in layers to enhance the displacement maps exported from Mari.

Final high poly sculpt inside ZBrush. Custom wrinkles and details were sculpted in layers to enhance the displacement maps exported from Mari.

Texture maps: Diffuse, Specular, Roughness, SSS Weight & Combined Displacement. All maps are 8K 16 bits TIFF or 32bits EXR.

Texture maps: Diffuse, Specular, Roughness, SSS Weight & Combined Displacement. All maps are 8K 16 bits TIFF or 32bits EXR.

Eye geometry modeled in Maya. The model includes five independent meshes in order to have a better control over the shaders. The textures were both painted and procedurally created in Mari and Photoshop.

Eye geometry modeled in Maya. The model includes five independent meshes in order to have a better control over the shaders. The textures were both painted and procedurally created in Mari and Photoshop.

Look-Dev test of the skin.

XGen Hair guides and Grooming preview inside Maya viewport.

XGen Hair guides and Grooming preview inside Maya viewport.

Render shot to test the vellus hair of the face also done with XGen. It is subtle, but this helps the skin material to get a more accurate reaction to the light.

Render shot to test the vellus hair of the face also done with XGen. It is subtle, but this helps the skin material to get a more accurate reaction to the light.

Clay Render, DSP+SSS Render & Beauty Render.

Clay Render, DSP+SSS Render & Beauty Render.

Exterior and interior HDRI lighting testing.

Exterior and interior HDRI lighting testing.

Jacket evolution. Designed and simulated in Marvelous, retopology and UVs made in Maya, detailed in Zbrush and textured in Mari.

Jacket evolution. Designed and simulated in Marvelous, retopology and UVs made in Maya, detailed in Zbrush and textured in Mari.

WIP shot with facial expression and posed character.

WIP shot with facial expression and posed character.

Some render passes: AO, Clay + Wireframe, Beauty, Specular, Diffuse, Normal and DOF.

Some render passes: AO, Clay + Wireframe, Beauty, Specular, Diffuse, Normal and DOF.

Artwork featured as the official cover for the new Wrap 2021 release!

https://faceform.com/

Artwork featured as the official cover for the new Wrap 2021 release!

https://faceform.com/