Samuraï
Updated: Sep 3

PRODUCTION
Type | Personal project |
Role | Full 3D Production (sculpt, modelling, texturing, rig, render, compositing) |
Year | 2022 |
Software | ZBrush, Maya, Substance Painter, Arnold, Nuke |
THE PROJECT
A samurai character created in 3D, conceived as a personal interpretation rather than the
reconstruction of a specific historical armour. The design draws on several genuine armour models,
recombined into a coherent figure: a jingasa, the conical war hat, a laced red lamellar cuirass,
shoulder and leg guards, katana raised in a guard stance. A project carried out end to end, driven by
the goal of progressing on a realistic render.



MY ROLE
I produced the entire character, from sculpt to compositing. I set myself the goal of making organic
and hard surface elements coexist within a single figure: skin and fabric on one side, lamellar
armour, metal and worked leather on the other, each calling for a distinct material treatment to hold
together in a unified realistic render. Reference on period armour served as a basis to keep the
proportions and the assembly of the pieces believable, before departing from it to compose my own
model. Sculpting in ZBrush, modelling and rigging in Maya, texturing in Substance Painter,
rendering in Arnold, final compositing in Nuke.


