Self Portrait 3D ModelSelf Portrait 3D Model
Dec 1, 2022
During the Fall semester of my master's program, I've spent 60 hours learning how to model a human (me!).
This semester was busy for me! We've been wrapping up quite a few ongoing projects in our master's program and now is the time for me to share some of the work that I've been up to this semester.
So, here I must present to you: Juan -- in 3D!
I'm not much of a 3D artist, but I'm pretty proud of how this came out! This little model of me is my first time ever modeling a human. We've been advancing our 3D modeling knowledge from last semester and I have graduated from modeling just hard-surfaces to learning something about how to make a human (hint: it's hard). Everything was made in Maya and Substance Painter
This was the process that took me from nothing to fully complete and rigged model:
- We started with a 3D scan of our heads in order to help us learn the retopologizing process as well as to make things a bit easier on us
Lots of hours spent figuring out how to retopologize my face in a way that made it look like my face
We also used a base template for the body which we retopologized in order to make it usable for rigging
The face involved an embarrasing amount of tries. For your viewing displeasure, here are the progress pictures of the face
So many planes
- I used to be really stressed by the concept of UV Unwrapping but to be honest, I am no longer very cowed by it. It's quite relaxing on the simple sort of models I've been making!
Texturing in Substance Painter
Layers. Lots of layers. I didn't put too much time into the clothes
Adding things like a beard and eyebrows did a lot for my model's likeness to me
Done with Advanced Skeleton 5 right in Maya. Very useful and I learned much about cleaning up my model for an easy rigging process.
This part of the process was tedious and scary, and also kinda relaxing. I spent about 13 hours in total just working on the weight paints and the rigging for this model. It was a wonderful feeling to be able to pose him and have it look about right.
Though I'd love to say that the workflow was stream-lined... it wasn't. I spent a lot of time going back to retopologize my mesh just because he... didn't look right. And once you change your topology you have to re-do your UV's, and of course that means your textures need some adjustment, and so on. It all builds on each other.
I learned about edge-flow, how to avoid n-gons, merging edges, layering human skin, and plenty of other things that became rather big challenges through the process. Let's just say I have a thorough amount of respect for 3D artists and anybody in the creative industry. It's hard, precise, and delicate work.
That said, the project is complete after ~62 hours worth of work! And now we can bask in the glory of my uncanny valley self-portrait.