In Featured Work

3rd semester student Hugo Morais explains his workflow for his 2nd semester final project.

here is the concept followed by Hugo’s 3D realization.

CONCEPT: (Concept art at


Final Render:





The first step in my workflow is to understand the concept. I spent some time looking at it and making sure I know what’s going on there. I make a list of all the different elements that I’m going to have to model and texture so I can access how much time I’m going to spend with them and above all I try to find repeating elements.

From then on I open up Zbrush and sketch out a human body with the silhouette I feel will match the concept. From there on I bring in spheres and sculpt them to match the proportions and overall shapes of the objects I want to model. ( I find this process more dynamic and engaging than poly modeling it. Faster too!). Starting with the largest object in the scene and then framing the proportions of all the others.I then take those sketches into 3DSMax, or Softimage and I re-topologize them, sometimes re-topology happens within Zbrush itself since it has a fairly good re-topology structure, uvw map straight away and export it back to Zbrush for sculpting. In Zbrush I extract the displacement maps , then set up a studio light scene to begin texturing and shading.

Next step ( texturing and surfacing) is Photoshop and Mari, using a combo of both to speed up my process and maps extracted from Zbrush, painting the more organic elements in Mari and using Photoshop for general purpose the process is fast. Due to the planning before I generate a main texture for the different elements and that is my base. From there I customize each of the different elements depending on my needs.It can take a while to get the look.


All done, time to hit render!


Nice work Hugo!!


Check out Hugo’s thread on CGFeedback!!

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