

The dirt texture is a mix of two shapes in a tile sampler, then modified by several warps and slope blur. I created two textures for the ground in Substance Designer. I thought of a story behind this house, thus came the idea of a slightly fallow garden. The last step was to create a small scene. The principal problem of this technique is that the size of your project’s file tends to be a lot higher due to the amount of layers. It gave me a lot of control because I could change any color to fit the overall aspect of the scene. Since there is no color palette built-in in substance painter, I used multiple fill layers and painted in masks. It was my first time trying to do a hand-painted style in Substance so I had to adjust my workflow. The whole house is composed of one set of 4k maps. The baking was done in substance painter using a cage and “matching by name” for a better result. Most of the retopo was done in Maya using quad draw and some parts of the basemesh to speed up the process. The planks’ parts were created using GroupsLoops and then moving/inflating polygroups to create the large cracks. Most of the pattern/cracks were created using the Orb Cracks Brush (a must-have) with Lazy mouse and then refined with Trim Dynamic, TrimSmoothBorder and ClayBuildup. The second step of this project was making the high poly in Zbrush. I also used a lot of booleans to rapidly create some shapes like the eyes and then cleaned up the geometry to have a nice smoothness.ĭuring this whole process I duplicated some of the basemesh (before any bevel) in order to use it as a base for my low poly. It gave me a quick layout and I then tweaked them manually to add randomness. So I created the basemesh in Maya using the old school Sub Division technique (and some small other tricks) to have a good idea of what the high poly would look like.įor the slates on the roof I tried the newly implemented MASH plugin (Maya2018). I immediately fell in love with the idea of a maneki neko house and started to think about a small scene that could go well with this concept. So I looked for a good stylized concept and found this concept from catell_ruz. I wanted to try a new art style since my last projects were mostly realistic. After two years I decided to start freelancing as a 3D artist while working on personal projects like this one. After my studies I had the chance to work in a startup creating apps in 3D, in which I mostly worked in small VR scenery. I’ve been interested in 3D Modeling since 2011, the year I started my degree In Graphic Design. I am a freelance 3D artist from Montpellier in France. Hi everyone I’m Corentin Itan, also known as icore.
