Wireframe of the face

Wireframe zoomed out more

Model while still a work in progress. Most mesh elements were done, save for the hair and skirt

Adrea, the Sea Elf- Stylized humanoid character

A character originally made for my 3D modeling class using 3DSmax. Outside of class, I took the time to remake the model in Blender, using my typical workflow and not limiting her to 3k polygons, but somewhere around my usual limit, while trying to keep polygon density low and topology clean.

  • 23,438 tri (12,033 poly)

  • Materials that utilize masks and normal maps

  • Stylized material node setup that reacts in real-time to light changes

Body Sculpt when creating the normal maps. For my workflow, I typically box-model the body of the character, and go in later with a multi-res modifier to sculpt in detail. I then bake out the normal maps and, sometimes, basic ambient occlusion to have a base to work off of for texturing. This project did not require the latter.

Back of body sculpt while making the normal maps

A comparison of the original Adrea (right) and the new one I created (left), with their wireframes showing clear polygon density changes

Same comparison as above, better showing changes in the face. The original model lacked movable eyes/mouth due to polygon constraints, but I had free reighn to give her a fully posable face when on my own