3D Modeling
Maya
Primitive Snowman
Oakeshott Type XX Sword
Blender
I've learned the character creation pipeline as: character conception (along with A- or T-Pose Reference) -> building model from feet/legs to torso to arms/hands -> Head sculpting and retopology -> UV Unwrap and Texturing (with Adobe Substance Painter and Designer) -> Rigging and ready for animation.
Body, Hands, Feet
Clothes
I've changed the A-pose to T-pose after realizing the difficulty of modeling the outfit near the armpits and upper arm.
Head Sculpting and Retopology
Hair
Building the hair with curves and paths, since the design is structured as standing strands of thick hair. I've realized a better way of executing this is to make each "strand" thick so that it covers more area, and makes rendering later on much easier to handle.
UV Unwrap and Texturing
UV unwrap at the seams and aiming to have everything to be ordered in their regional pieces. The file will then be imported into Adobe Substance Painter to be textured. After texturing, the file will be brought back to Blender to connect texture nodes.
Rigging and Test Animation
Adobe Substance Painter and Designer
MeetMat Momo
I really liked Momo from the game Stray (2022), and thought it would be an interesting choice to transform Momo onto a MeetMat. I sketched out my idea and pinpointed what needs to be modeled separately in Blender (Hat, hat strap, chin wirings).
Jacket Design
Scales and Mixer