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Nebula - Alternate Design

First venture into full-character modeling, for an assessment at AIE. A version of Nebula closely based on a couple of Andy Park's unused concept pieces for Guardians of the Galaxy. Sculpted in zBrush, textured in Substance Painter, retopologized, rigged to pose and rendered in Maya. There's a lot of things I would have liked to get better, but the whole thing did what it was supposed to; it was highly educational, and there's a lot of mistakes I won't make next time.

The better of the two final renders. I had to go through several iterations on the textures to get them to look right in Renderman. Not to mention a lot of by-hand editing on the normal maps in Photoshop.

The better of the two final renders. I had to go through several iterations on the textures to get them to look right in Renderman. Not to mention a lot of by-hand editing on the normal maps in Photoshop.

I tweaked her face and arm endlessly, up until the last minute. Having to switch symmetry off and on constantly around the scars and cybernetics resulted in some very avoidable mistakes that I had to fix later.

I tweaked her face and arm endlessly, up until the last minute. Having to switch symmetry off and on constantly around the scars and cybernetics resulted in some very avoidable mistakes that I had to fix later.

My mediocre concept orthos, along side Andy Park's lovely concept art. I'm still working on my 2d skills, but it's a slow road for me. 3d is much easier.

My mediocre concept orthos, along side Andy Park's lovely concept art. I'm still working on my 2d skills, but it's a slow road for me. 3d is much easier.

Some details straight from zbrush.

Some details straight from zbrush.