3D Modeling

High Resolution Shading: Hachigiri

For my third semester 3D Game Engines class, we had to create a model using the sculpting method in Blender, then use that model to bake a high-resolution texture that would then be applied to a lower polygon model made by retopologizing the first model. I decided to create a tanuki named Hachigiri, after one of the collectible desserts from the video game Kunitsu-Gami: Path of the Goddess, which I had played the previous summer.

A 3D model of a brown tanuki wearing a green and pink scarf. A side view of a 3D model of a brown tanuki wearing a green and pink scarf.

The first section of the assignment was to model a head, then the teacher gave each student some headless body models to model clothes around before attaching the head. Since I didn't make a human, this meant that I had to model the whole body as well.

Modeled in Blender and textured in Adobe Substance Painter.

Model Comparison

A comparison between a high resolution and low-resolution versions of the same 3D model

The left model has 57,552 vertices and 115,100 edges. It was used to bake a high-resolution texture.

The right model, a retopology of the first, has 1,585 vertices and 3,157 edges. It was used for the final model.

A Material Preview version of a tanuki model

The Material Preview version of Hachigiri in Blender.

A Render Preview version of a tanuki model

The Render Preview version of Hachigiri in Blender.