For organic model I wanted to model my own illustration as I said in my earlier blog post of hard surface but unfortunately my hard surface model took a lot of time from the time I had allotted for organic model.
This is the illustration of which I wanted to make 3d Model.
![](https://static.wixstatic.com/media/93424e_234470365c0743b890c9799ffb481ce2~mv2.jpg/v1/fill/w_980,h_1270,al_c,q_85,usm_0.66_1.00_0.01,enc_auto/93424e_234470365c0743b890c9799ffb481ce2~mv2.jpg)
But as it can be seen the model would've been too complicated for me as a first time Zbrush user and on top of that my hard surface model also had lot of things going on so I moved on to other references.
I went on pinterest to search for references for organic model and collected these for my reference board.
![](https://static.wixstatic.com/media/93424e_6603074e37814b429a327fb78af05018~mv2.jpeg/v1/fill/w_980,h_685,al_c,q_85,usm_0.66_1.00_0.01,enc_auto/93424e_6603074e37814b429a327fb78af05018~mv2.jpeg)
I did not have particular theme in my mind for References so I got kind of lost trying to decide on one. After lot of contemplating I finally I went for the cactus mafia character. But I still wanted to add something of my own in that so I made my own version taking the reference from the cactus mafia character
![](https://static.wixstatic.com/media/93424e_b18b1d3607be4a3aa1ab372532bc77e7~mv2.jpeg/v1/fill/w_736,h_736,al_c,q_85,enc_auto/93424e_b18b1d3607be4a3aa1ab372532bc77e7~mv2.jpeg)
This is a very rough version of Cacti Man that I wanted to model as I was going for a untidy character theme.
I began sculpting the model in Zbrush with the help of defaultsphere3D
I sculpted almost whole character in Zbrush except for the cap which i wanted to do in maya
I imported the character in Maya and began retopologizing the body. I came across a lotof issues while doing the retopology of the model.
I tried to reroute and delete and make the topology many times over but somehow, I wasn't able to do it.
So, I scraped the whole idea of retopologizing and started modelling the character from scratch in maya as I was running out of time.
After modelling and making sure my topology was right, I moved ahead with UV Mapping
This time too I separated all the parts in different tiles so that it makes it easier for me in substance painter.
![](https://static.wixstatic.com/media/93424e_4450529aa067469daec6d3b835a51cb3~mv2.png/v1/fill/w_980,h_508,al_c,q_90,usm_0.66_1.00_0.01,enc_auto/93424e_4450529aa067469daec6d3b835a51cb3~mv2.png)
This time I didn't face any issues with UV unwrapping as I learned from my mistakes in hard surface and was able to import to substance painter.
After importing it to substance painter I baked the low poly model to get this mesh maps.
This is how I did texture to my model.
![](https://static.wixstatic.com/media/93424e_fea7dd270335499badea04e5e21dd00c~mv2.png/v1/fill/w_980,h_504,al_c,q_90,usm_0.66_1.00_0.01,enc_auto/93424e_fea7dd270335499badea04e5e21dd00c~mv2.png)
After that I imported the fbx file back in maya to link all the maps to different parts of the model.
This is the final video which I made out of rendered sequences
Self Critique -
I need a lot of practicing in retopology as I feel like I couldn't figure out the way to reroute the edgeflow.
I need better time management for scheduling my project timeline.
I could've done a lot better with sculpting and made more complex character but didn't push myself.
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