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Wisteria Window

Sunlight softly filters through the glass, illuminating the deep violet wisteria blossoms. Bathed in golden light, she prepares for the day while her companion stretches nearby, basking in the suns warmth. 

The Concept

"Wisteria Window" Is based on my own concept

Breakdown

The Character

I recycled a previous character sculpt I had done for my Character Sculpting class, and made adjustments to the face and form to fit the stylized look I was going for. 

I textured the skin entirely in Mari, hand painting lots of the details like the freckles. 

All of the grooming was done using X-Gen, using lots of expression driven modifiers to achieve the desired look.

The Cat

I decided to change the pose of the cat while I was sculpting it, achieving more life to the cat in the final image. After the mesh was complete, I did a simple groom using xgen interactive grooming and adding additional grooms for the ears and the whiskers. 

 

I based the cat off of my own, so I made sure to add the unique traits into my texturing. I created a simple albedo in substance painter, creating the patterns and coloring that I needed. Because of his complex coloring, I ended up using multiple generators to randomly as specs of colors across all of his fur. 

For the ears, I really wanted to get the distinct pattern of my own cat's ears. I also created a SSS map to use specifically for the ears that I plugged into my shader. 

 

When it came to texturing the actual fur, I ended up using my previous albedo texture and plugging that into a blend material, allowing the Vray Hair Shader to pick up the pattern and colors I needed it to. 

My cat Atlas, who I used as reference especially for the textures. I wanted to try and recreate his unique ghost tabby coat/coloring. 

The Flowers

I put a lot of time into the wisteria flowers, focusing on the details of each petal in order to achieve a realistic end result. 

I sculpted and modeled each part of the flower separately, and then combined them and created instances in Maya to construct the flowers. 

I textured each petal in Mari,  and then used AL shaders in Maya in order to achieve the necessary Subsurface Scattering effects.

For the leaves I had a similar workflow, where I created four different variations of leaves, and then used them in constructing each stem. I textured them in Mari and used AL shaders for the SSS.

Ref Board

The Accessories

For the bracelet I created the two different Pieces and then combined them with links. 

I then created an additional charm bracelet where I added charms like the Gnomon logo, and my own Logo. 

Bracelet Reference
Brush Reference

For the brush, I modeled the basic geometry, and then took it into Mari to create a displacement map for the ornate details. 

The bristles I created in X-Gen using density maps to get them to grow out of the correct spots.

The Dress

The Inspiration

I created the dress in Marvelous Designer. It was my first time using it to create anything more than basic garments, so it was a fun challenge to create so many different elements for the dress.

I have a previous degree in costume design/sewing, so I wanted to showcase that passion and use this as an opportunity to translate those skills from real life into 3D.

I textured all the lace and applique elements in Mari, utilizing lots of opacity and displacement maps. 

The Compositing

Minimal compositing was done for this piece, just some adjusting and enhancing using Nuke.

Software
Used

  • Maya 

  • ZBrush 

  • Marvelous Designer

  • Adobe Substance 3D Painter 

  • Adobe Photoshop 

  • Nuke 

  • V-Ray 

  • Mari 

  • X-Gen 

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