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3D PROJECTS

MODELING AN ASTON MARTIN ONE-77

I originally started this project in a class taught by Jay Machado at Gnomon. The class was tasked to model a car in Maya, and to look for inspiration I made sure to ask my father (who is a car-genius). He suggested I model an Aston Martin One-77, so I gave it a shot. After modeling and uving everything in Maya, I brought the model into Unreal engine to realize materials and render. I also had to be meticulous about the lighting, so I spent a significant time lighting the scene as well. I had a great time experiencing a deeper dive into Maya while working on this project. 

SCULPT OF TILL LINDEMANN:

When I was told I'd be tasked to create a character from scratch in Tyler Young's class taught at Gnomon, I knew exactly who I was going to pick. I decided to create a likeness sculpt of Till Lindemann, who is the lead singer of the band Rammstein. I love their music, and the lead singer is quite a character, so I felt excited to start this project.

I started in Zbrush, from scratch, blocking out proportions and slowly building up the correct shapes. I used the dynamesh to subdiv workflow to create this character. I also used Marvelous Designer to create most of his outfit, and Maya to uv everything. Still inside of Maya, I used Yeti to create a groom of his hair. Finally, I moved everything to Marmoset Toolbag 5 to render a clay render. 

CASTLE ON THE HILL:

I created this real-time environment inside of Unreal Engine while taking a class taught by Anton Napierala. I found this beautiful concept are by Dominik Zdenkovic while searching on Art Station, and felt it could be translated to 3D quite well. I utilized Gaea to create the landscape and maps, and then used these in conjunction with Unreal Engine's landscape capabilities. I layered landscape materials and used the foliage placer tool for grasses, shrubs, rocks, and trees. Additionally, I created the fir tree you see in the project from scratch inside of speed tree. 

To achieve the archway/hole in the rock face leading up to the castle, I had a few ways I could tackle it. I decided to paint a hole onto the landscape to literally "punch a hole" through the cliff and see to the other side. I then used Megascans rock formations to fill in the hole and mask the edges. 

PWG_SarahHowe_Midterm_Front.png

LION FLAIL:

I created this project during a class taught by Gabe Cervantes at Gnomon. I found the reference while perusing the internet, and it felt perfect to recreate in 3D for this project. I started in Zbrush, where I used a dynamesh to subdiv workflow to create the high poly. I then used a combination of hand retopology and Zbrush's decimation master to create the low poly asset. Next, I created uvs inside of Maya and baked inside of Marmoset Toolbag. Then, I textured inside of Substance Painter. Lastly, I created a small scene in Maya and rendered using Vray. 

ac49621aef4c6731b846131692fb6cc3.jpg

Reference for weapon, found on: https://www.terredegliangeli.com/wp/

PWG_SarahHowe_Midterm_Back.png

Backside of render

To get the frayed looking on the piece of cloth, I painted an alpha map in substance painter for just the edges of the cloth. 

Low-Poly Components of weapon.

MODELING A MI-19 COBRA:

I made this model while taking a class taught by Jay Machado at Gnomon. I haven't made it to the uving stage yet, but that will be the next step. I made this based off a piece of concept art by Noel Jr. Quijad which was found on Artstation. I made this entirely in Maya, and these initial renders were rendered with Arnold. I used the smooth-mesh workflow to create this model. 

JAGUAR ANIMATION:

This is a simple walk and run animation I animated while taking a class taught by Stephen Cunnane at Gnomon. I learned so much while in this class, it truly expanded my horizons in terms of quadruped animation.   

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