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From Concept to Reality

Meet Marcos Emilio Cuesta Carrasco, a 3D Character Artist from the Dominican Republic

The Project: Arlinoe, the Guardian of the Boy-King

Marcos Emilio Cuesta Carrasco’s latest piece is based on the concept ‘Arlinoe, the Guardian of the Boy-King’ by Simon Gocal. The artwork showcases the combination of skills and tools Marcos used to bring this character to life.

Creating the 3D Model

Marcos used a combination of Maya and ZBrush for the modelling, switching into Substance 3D Painter and Unreal Engine for other stages. He started by using Maya for the retopology, UVs, and hair cards. For the high-poly, he relied on ZBrush to create the final 3D model. The texturing and look dev were done using Substance 3D Painter, while Unreal Engine was used for rendering and look development.

Tools and Software Used

  • Maya for retopology, UVs, and hair cards
  • ZBrush for high-poly modelling
  • Substance 3D Painter for texturing
  • Unreal Engine for rendering and look dev

Challenges and Highlights

The hardest part of the project for Marcos was creating the reliefs. He drew on the forehead area of the helmet, but for the other reliefs, he made 3D versions and then converted them into an alpha. He enjoyed creating the textures and look dev, as he loved seeing the model come together and start coming to life.

Tips and Techniques

  • Use add-ons like GS Curves for hair modelling
  • Experiment with different software and techniques to achieve the desired look
  • Pay attention to detail, especially when working with reliefs

Conclusion

Marcos’ artwork showcases his skill and creativity as a 3D character artist. His use of different software and techniques demonstrates his ability to adapt to various tools and bring a concept to life.

FAQs

Q: What inspired you to create this piece?
A: I was browsing ArtStation when I found Simon Gocal’s concept. I just fell in love with it and decided to do a 3D version.

Q: What was the most challenging part of the project?
A: The hardest part for me was the reliefs. I just drew on the forehead area of the helmet, but for the other reliefs I made 3D versions and then converted them into an alpha.

Q: What software and tools do you use for 3D modelling?
A: I use Maya for the retopology, UVs, and hair cards, ZBrush for the high-poly, Substance 3D Painter for the texturing, and Unreal Engine for the rendering and look dev.

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