Mr. Mint Reimagined includes a collection of work generated during my Media Arts Degree Capstone. For my final project, I wanted to explore areas of design and media arts that I had not experienced during my education. I decided I would focus my first semester on creating high-quality character and environment concept art. I wanted to test both my ability to draw and my ability to create cohesive work.
For one of the characters, I was inspired by the classic board game Candyland. I wanted to take a well-known concept and brand it as my own. I decided to transform the lovable game and adapt it to fit the aesthetic of a modernized, vibrant 2D video game. The character I chose to develop was Mr. Mint, the peppermint lumberjack who lives in the Candy Cane Forest.
After refining the character through a series of iterative designs, I produced a full model sheet, along with a character-inspired environment (see below).
For my second and final semester, I decided to further exercise my modeling skills by taking Mr. Mint through the entire 3D modeling pipeline. This process included modeling a base mesh, creating a high-poly mesh, retopologization, UV-mapping, painting, rigging, a bit of animating, and scene set-up. In the end, it was extremely satisfying to bring Mr. Mint to life.
A Peek At The Process
The first step of this project was to create thumbnail sketches to establish character composition.
Composition Phase
After determining the shape, I went on to revise the details and create potential character props.
Design Phase
Once the model sheet was complete, I used the front and side profiles to build Mr. Mint in ZBrush!
Modeling Phase
I wanted to add some animation, so I needed to retopologize and UV map the model in Maya.
Retopologization Phase
I used Adobe Substance Painter to bring Mr. Mint to life! I wanted to find an ideal balance between glossy cartoons and real-life textures.
Painting Phase
Instead of using AdvancedSkeleton, I decided to build this character rig from scratch... I learned a lot, to say the least.
Rigging Phase
After creating the character model in ZBursh, the character was retopologized and UV mapped in Maya.
The character was painted using Adobe Substance Painter.