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Human Rig

Project type

Sculpt, Model, Rig

Date

May 2025

Programs

ZBrush, Adobe Substance 3D Painter, Blender

This project was my capstone Project for my last year in my Bachelors program. The goal of this project was to showcase my modelling, rigging, and technical art skills, as well as providing an artistic tool for people who would like a human male reference they can pose however they want. The human model was sculpted by me, then retopologized and baked to a more accessible model that could be easily rigged and rendered. I created multiple different maps for pores, wrinkles, and other skin deformations that I would then procedurally define as the model was moved around with its material. This would allow for details like wrinkles, bone and tendon protrusions, and muscle flexing to be seen on the surface of the model depending on which joints were moved. These details are not deformations to the mesh either, it's just the manipulation of its normal map through keeping track of which parts of the geometry on the mesh is stretching or contracting with geometry nodes. The rig I built for it was also meant to be more simplified and accessible for those who might not have familiarity with manipulating rigs. They still will need some knowledge of IK and FK, but outside of that the rig is intuitive to manipulate. In order to show off this creation, I created a short animation of the model as well as a showcase of the rig's capabilities.

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