3D modeling was always something I could do, but just to quickly fix some issues on game assets I received from 3D artists. I did create some 3D models in the past, but they were mostly some pixel-art elements that were made for fun.

Some examples:

Pixel VHS Cassette Model

Pixel Pistol Model

So I knew some stuff like modeling, UV unwrapping, texturing and rigging using Blender. Hell, I even taught kids in a Game Dev School the basic of Blender, but I never did this on a full scale like a proper 3D Artist.

But I really wanted to see my character Antonio in full 3D if it would fit that game idea. That is why I focused on learning Blender more and 3D modeling to achieve my goal. After many weeks of trail and error the mesh was finally created.

First Antonio 3D Mesh

It was a journey to achieve that. Fully rigged and a proper 3D rat model (where I of course forgot the tail). Texturing was the hard part, since even the 2D was a hard job at first now I wanted to bring it to 3D. I tried so many workflows, from basic texturing with default brushes in Blender to using Ucupaint Addon for better control and non-destructive work.

And this was born:

First Antonio 3D Model

I only textured backpack and some of the head and that was it, I was not liking the results so far. The character just did not look like my 2D art.

I took a step back. I was going too fast. I needed tools that will fit my needs, not everyone's. First I created Krita brushes, then I created some Blender brushes. Cleaned my Blender startup file to have all the things I need at every fresh start.

My workflow has changed to first create the mesh and UV unwrap. Then paint basic texture to have anything, then I open Krita and use the texture as my base to create a proper detailed texture.

This worked. It pushed me forward. Workflow was clean and helped me to follow a strict path from zero to a 3D model.

After a very long time I created something I am very happy with. The proper Antonio in 3D space.

Antonio 3D

I was and am so happy with the outcome, which let me not stop only there. I learned more, worked harder and added Inverse Kinematics to my rig for easier animation creation.

Right now I can with confidence say that I can make all the 3D assets for my game.

I am hyped about that project even more right now!