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3D work

  • Writer: Amber Boys
    Amber Boys
  • May 20, 2024
  • 3 min read

Updated: Jun 7, 2024

Some 3D assets I made for my final major project. Each model is relevant to the narrative of the game I made.


Although I have had nomad for about a year now at the time of the start of this project it was underutilized and I had only a basic understanding. As I wanted to make some 3d models for this project that also have a level of professionalism to them I needed to re learn nomad and try to fully grasp what the software could do.

I started by watching some youtoube tutorials on how to sculpt simple characters from scratch.


(https://youtu.be/42Qak3b0bPE?si=IddelgrBaDi5qtid) nomad crash course for beginners.


This was a really fun and easy way to get back into nomad. Watching YouTube videos helped me make this little creature as a warm up and it made me find the fun in the software and encouraged me to want to make more sculpts.


One of the first attempts at sculpting the stag demon character. As you can see it looks dumb and lifeless. I think this is because during the sculpting process I used a real deer as a reference. If I was more skilled with nomad I might have been able to translate a complex image of a real deer into a 3d form. But as more of an amateur with nomad I needed to try a different way. I want the stag creature to look scary and the more realistic something looks the easier it is to create fear in the audience. But as the design I have in mind is already complex, simplifying the design could help in making the sculpture\model have more personally and style.

As a warm up I took an old illustration of mine and tried to make it in nomad. Rather than looking at images of real pictures of deer or animals I thought I would use one of my own drawings as to give the sculpture a more stylists look to it.


Looking at this second prototype of the stags face in comparison to the first I think it shows a lot of improvement. Although I think taking the stylistic approach sacrifices some of the fear factor I think it adds more aesthetic value and personality to the stag face. I can make the design scary, using context and subject matter. The concept of a stag with human hands as deer antlers is a scary concept of itself so I think I’m going to continue with styling rather than trying to create a realistic looking sculpture/model. I also like the contrast between the more realistic hand sculpt and texture, and the smoother more aesthetic stag's face.

I thought it was important to make the deer look masculine and threatening, not only because of what it is intended to represent, but also to scare the player.


Rather than sculpted the hands from one single piece of clear I went for the articulated hand as this allowed me to sculpt one hand and articulate it for each hand pose, rather than starting again each time. This was more time efficient and allowed me to pose the hands in more weird and unique ways. It also helped me understand the anatomy of the hand better.



When I was thinking of a pose that I could put the stag in for the model, I found myself taking inspiration from an ornament in my house. I really like the way it’s body standing, and how stylized and exaggerated the proportions are.



To create the fur texture around the neck and on the tail, I first sculpted one individual hair. I then duplicated it over and over and twisted it and molded it each time to individually fit the curvature of the neck and tail. At first, I tried to use a free texture brush that I downloaded but it just did not give the design effect of chunky cartoonish thick fur rather than subtle realistic for that the free texture brush gave the effect of. I do think it was a valuable skill to learn how to use texture brushes on nomad though for future projects.


all of the 3D models below are assets and reference models I made for my game. I added color and light effects as well as put them on a turn around so all the aspects of there design callus be seen.




 
 
 

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