![]() Previously, I used a plane followed by the displacement modifier combined with magnet snapping to faces which was very time consuming and awkward. The following video by CG Boost goes over these in great depth and it’s definitely worth a try: ![]() I primarily use Maya for retopology, but recently discovered a bunch of Blender plug-ins that, when combined, mimic Maya’s ‘ Quad Draw’ tool so I’ve been trying it out lately. And tertiary will not be seen at all! I don’t bake any normal maps so it’s not worth the effort. Secondary forms are used purely as guidelines, or as I will discuss later, setting up a texturing base. Primary forms are the main focus as the silhouette is the only visible detail from the model in the final unlit render. I used ZBrush for sculpting and blocking out primary and secondary forms. This project spanned a year (having to work on it little by little between work hours), during which I switched over to Blender for a lot of processes, the main ones being retopology, texturing, and rigging, but I will touch on the other areas for context. I hadn’t tackled a piece this complex before and aimed to improve some hard surface and posing skills. I loved the fun and cute idea behind a gacha shooting rabbit girl, and the motion of the piece felt like a great challenge. ![]() Looking for my next project, I stumbled upon a fantastic concept piece by Darryl He. I’ve always loved character art, creating numerous characters for Dungeons & Dragons campaigns and eventually turning that interest into a career where I ended up pursuing the fun challenge of making 3D models that capture the essence of 2D illustrations. I’ve been in the games industry for just short of 2 years, with some prior experience in 3D printing for Tabletop gaming. Hi! I’m Emily, a 3D character artist based in the UK.
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