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Skeleton Phone
Some things could definitely be lower poly, but that wasn't a focus for me on this project.

Some things could definitely be lower poly, but that wasn't a focus for me on this project.

Texture maps.

Texture maps.

Finding the design for the braided cords took longer than expected. The two on the right are the final, arrayable versions I used.

Finding the design for the braided cords took longer than expected. The two on the right are the final, arrayable versions I used.

Refs

Refs

Skeleton Phone

Recently, I participated in a weekly modeling challenge among friends where the prompt was a phone; I immediately thought back this piece I love by Ewa Wierbik-Ziąbka ( https://www.artstation.com/artwork/kQwDD6 ). I heavily referenced her breakdown for my process.

The modeling process was smooth and fun, but that's always my favorite part. I bought RizomUV during the Black Friday sale and learned how to use it while unwrapping this model. I used Substance Painter and Designer for texturing (which I'm loving more with every project). The model uses 2 4k tilesets.

From start to finish, I spent 3 days on this (learning RizomUV slowed me down a fair bit, but it also allowed me to get really familiar with the tools fast!). I wanted to give the textures another pass, but a job opportunity got in the way of that. I really enjoyed making this piece and picking up some new workflows while improving some old ones.

More artwork