RODNEY - TOTAL DRAMA ISLAND
In the Fall 2024 semester, I created a 3D model of Rodney from Total Drama Island!
Final Model
Final Model
Posed Model
Posed Model

Image Reference (not my work)

For this process, I blocked out an incredibly low poly model from the very beginning and slowly added more detailed topology to the model, including head, hands, and hair! Check out my process below:
Doll Body Model
Doll Body Model
Base Body Model
Base Body Model
Head
Head
Clothes
Clothes
Final Model Topology
Final Model Topology
Basemesh UV Map
Basemesh UV Map
Basemesh textures
Basemesh textures
Clothing UV Map
Clothing UV Map
Clothing textures
Clothing textures
During my process, I made sure to keep clean topology throughout each of my modeled elements in order to make texturing and UV unwrapping less complicated later on. I think I was successfully able to do this and overall, am really proud of the model I made! Not only was I able to get clean topology, but I think I was able to translate the 2D reference drawing into a 3D model really successfully.
CELESTE - ORIGINAL CHARACTER DESIGN
During my senior year of high school, I learned how to model and texture 3D models! This was very exciting for me, as it was my first time modeling a 3D character. I chose to create a mouse named Celeste. I was inspired by the cute characters from the 2D-animated French film, Ernest et Celestine.

Celeste, my original 3D Character

I created the base model in Maya before transferring it to ZBrush, where I was able to create more details and curves on our model. Here, I added facial expressions and creases to my character. After, I exported my character into Substance Painter 3D, adding colors and patterns to my mouse and her outfit.
Modeling in Maya
Modeling in Maya
Detailing in Substance Painter
Detailing in Substance Painter
Substance Painter Render
Substance Painter Render
Substance Painter Render
Substance Painter Render
Substance Painter Render
Substance Painter Render
In addition, I also rigged and animated my character! We used Mocap technology and Maya to convert our real gestures into digital movements, that were then animated onto our 3D models. With these new resources and skills, I created lip sync animation of our characters as well as run, jump, and walk compositions. Although I found my character incredibly cute in the initial modeling process, she turned out to be really difficult to animate, especially with her cape. It was difficult getting her arms to bend properly, as whenever I used Mocap data or preset movements on her, the cape would fold in on itself when her arms bent and it looked extremely out of shape. I definitely hope to learn how to properly model/animate fabrics and flowy textures in the future!

A walk, run, & jump composition

My character lip syncing to a sound bit

my character animated using mocap animation

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