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3D Modelling

Traditional 3D Modelling, realized in Maya or ZBrush.

PhoneBook 3D Model The turntable of a 3D model I made in the context of the CGMA course "Introduction to Production Modelling". The model was created and UV'd in Maya, textured in Substance Painter and rendered with Redshift via Houdini. For the course I originally rendered the same model directly in Maya + Arnold, but I wanted to check how close I could get to the same look with Houdini and Redshift instead. Turns out it was easier to obtain a nicer subsurface scattering effect in Arnold, but in Redshift it was easier to get displacement and normal maps to work correctly.

PhoneBook rendered in Arnold This version of the PhoneBook was rendered with Arnold directly in Maya. Compared to the Houdini+Redshift version it is closer to the original 2D Concept Art, has a better rendering of the red beads (nicer subsurface scattering) and generally softer and nicer lighting. However, I did have some issues with the height/normal maps and a keen eye might notice some strangeness in the way the lighting graces the leather surfaces.

Carnivorous Plant Turntable Since the beginning of my career in 3D Computer Graphics, in 1995, organic modelling has always been a bit of a boogeyman for me, an area of the field to be well clear of. Almost 30 years later I decided to give myself a chance and take a ZBrush course. Turns out the right tool makes the job much easier and can in itself be quite inspiring to work with. Despite its quirks (and what software doesn't have any?) I have obtained some good results and this is one of them, also with the help of Substance Painter, Houdini and Redshift. The best in the field are still unreachable and will remain so as I focus on more technical tasks in Houdini, but it's nice to know I can do this kind of work if necessary. Also see: https://vimeo.com/888762553

Templar Mouse A little character I made in ZBrush, textured with Substance Painter and then rendered in Houdini + Redshift. This is the first time I worked on a 3D character. The clothing was inspired by real-world reference photos. I was also interested in understanding the whole pipeline from ZBrush, through Substance Painter, until the rendering.

Carnivorous Plant AOVs This was one of my first ZBrush-based projects. I'm reasonably happy with the result and even happier that I now have a grasp of the ZBrush >> Substance >> Houdini >> Redshift pipeline. I feel that the topology could be significantly cleaner/simpler and there are all sorts of things that could be improved with the textures, but I really need to give this project a rest and move on. Also see: https://vimeo.com/888755999

PhoneBook with AOVs A turntable of the PhoneBook model, inclusive of Ambient Occlusion, UVs and Wireframe AOVs display.

Emanuele D'Arrigo © 2024. All rights reserved.

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