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Demon Bust Model
Project Type
3D Modelling
Date
October 2025
Modelling and Texturing of a bust model of a demon from 3D Game Art 2, 2025. This was the second assignment I had in the character modelling sub-section of this class. We were given reference of this character and told to model head and torso with a texture. Overall, I feel this is where my ability to texture organically really started to shine. I was really happy with the way this one came out, except for the teeth.
As this project followed immediately after the head model, I was in state of mind in which creating the first parts of the model felt almost like second nature. I started the same as usual with reference planes, primitive shapes, and symmetry modifiers. We had also just learned about FFD 3x3x3 and TurboSmooth to allow for free form deformation on the head and subdivision of geometry to create higher poly models. I created the symmetrical version of the head before adding a new edit poly over top of the symmetry modifier in my modifier hierarchy so that I could edit both sides of the head separately which helped me create the snarling facial expression and one complete horn. I then created another object (a cube) to start on the torso of the demon. This part was a struggle for me in some ways but really easy in others. As I wasn't familiar with modelling muscular structure, it was a bit difficult to make efficient geometries, but I was already really familiar with muscular structure, so I didn't need to keep peaking at a reference of it to figure out how to model out different parts of the muscles.
This project taught me all about organic structure modelling and some really helpful modifiers. Some of these modifiers were the aforementioned FFD 3x3x3 or TurboSmooth, but others were regular Smooth and UVW Map. I also learned a TON about organic texturing which I think really shines on the abs of the model.






















