watermarks from various software that I used for my assets were left as is from the original renders out of respect for the student software provided by the various companies, I saw no need to hide that. 

Final Demo reel summary showing 3D modeling, texturing, houdini effects and Nuke compositing. The 3d model character above is my own original character "God"  in his deactivated form.

An unexpected problem I ran into was during the UV unwrapping stage. Although I know how to prepare UVs in  other 3D programs such as 3D Studio Max, the production of UVS is very different in Zbrush. Retople by hand is a common method used to make UVs for characters, however given the intent usage for my model (no animation is needed) I opted for producing UVs by using zremesher. The results produced by remesher is largely based on the quality of the model, I was lucky enough that I had taken extra care during the early stages of my sculpt that the basic structure of my model was already great. Above is some steps I used in order to prepare the Sull for zremesher.  "Enable control painting" was used to manipulate where UV master would place the seams on the model, at least 5 passes in this attempt was made to achieve the results above. 

God in his normal active mode, this was the original character pose. Colors of God in the active mode will differ greatly from his Deactivated mode. 

A second model concept was purposed in the early stages of my demo reel production. The base mesh is finished, further detail is needed on the character before I take the model to finish

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