! REPORT
Nobara Kugisaki - Jujutsu Kaisen
3D Render by Uroboros3DGreetings to all! I decided to participate in this contest, and I want to present my work to you.
I was focusing on the character Nobara Kugisaki, a character from the anime and manga "Jujutsu Kaisen". Of course, it's just an image, and her outfit has nothing to do with anime. However, in the first episodes of the series, she made it clear that she would like to participate in a fashion show when she saw a man on the street offering his services as a manager to passing girls. However, he did not pay attention to her.
I was focusing on the character Nobara Kugisaki, a character from the anime and manga "Jujutsu Kaisen". Of course, it's just an image, and her outfit has nothing to do with anime. However, in the first episodes of the series, she made it clear that she would like to participate in a fashion show when she saw a man on the street offering his services as a manager to passing girls. However, he did not pay attention to her.
After selecting references that were updated as I worked on the project, I got down to business.

First of all, I started by creating clothes. First the blouse and dress, then the boots.
I used a fabric simulation. After that, I applied the "Multiresolution" modifier to add the missing details to the clothes using sculpting.



Belts and chains can be created using primitives or sculpting masks. And arrange them using curves.

After adding all sorts of little things - buttons, rivets, and so on, I tried to figure out what elements were missing to make the outfit look more impressive. I wanted to add some kind of iron shoulder pad. However, since we have a fashion show, I thought it would be superfluous, and I started trying on other elements. I settled on the usual shoulder straps that come on blouses. And almost at the very end, when the work was almost ready, I decided to add a shoulder pad made of feathers.

Hair, eyelashes, eyebrows, and some jewelry. I also had to add the glasses at the very end, because it always seemed to me that something was missing.

When the foundation of the outfit was created, I did retopology and UV Mapping and baked the normals so that later I could put the character in a pose.


The most interesting thing is how to make it look beautiful. Texturing took the most time. I did everything in Blender using shaders. If you take a Mix node and connect a black and white texture to the "Factor" input, and connect a "Color Ramp" and a noise texture to the "A" and "B" inputs, you can achieve interesting results. This will allow you to change colors at any time. Experimenting with colors and textures, I settled on this result.
If someone needs a screenshot of the shaders in high resolution, write in the comments.






Make sure to connect the black and white texture of the feathers to the alpha channel so that the black color is transparent on the render. The same applies to stockings, hair, and eyelashes.




Polygon mesh of the 3D model.

Rigging.


The end result.



I don't know if I need to talk about creating a scene, but basically it's the same job. It only adds work with lighting.





Step-by-step elaboration of the scene.






A little tweaking in compositing to add highlights.

The end result.

I also want to apologize for my English, as I am not a native speaker, I may make mistakes in terminology and other small things.
As you can already understand, all the work was done directly in Blender3D. I wanted to test myself and blender itself. The project took about a month of almost daily work.
I usually do 3D character modeling for 3D printing. This is my first full-fledged work on creating a character for visualization or a game.
In general, it was interesting.
If you have any questions or tips, feel free to ask them. I would like to end my modest presentation with this smile
Good luck to all and see you soon.

First of all, I started by creating clothes. First the blouse and dress, then the boots.
I used a fabric simulation. After that, I applied the "Multiresolution" modifier to add the missing details to the clothes using sculpting.



Belts and chains can be created using primitives or sculpting masks. And arrange them using curves.

After adding all sorts of little things - buttons, rivets, and so on, I tried to figure out what elements were missing to make the outfit look more impressive. I wanted to add some kind of iron shoulder pad. However, since we have a fashion show, I thought it would be superfluous, and I started trying on other elements. I settled on the usual shoulder straps that come on blouses. And almost at the very end, when the work was almost ready, I decided to add a shoulder pad made of feathers.

Hair, eyelashes, eyebrows, and some jewelry. I also had to add the glasses at the very end, because it always seemed to me that something was missing.

When the foundation of the outfit was created, I did retopology and UV Mapping and baked the normals so that later I could put the character in a pose.


The most interesting thing is how to make it look beautiful. Texturing took the most time. I did everything in Blender using shaders. If you take a Mix node and connect a black and white texture to the "Factor" input, and connect a "Color Ramp" and a noise texture to the "A" and "B" inputs, you can achieve interesting results. This will allow you to change colors at any time. Experimenting with colors and textures, I settled on this result.
If someone needs a screenshot of the shaders in high resolution, write in the comments.






Make sure to connect the black and white texture of the feathers to the alpha channel so that the black color is transparent on the render. The same applies to stockings, hair, and eyelashes.




Polygon mesh of the 3D model.

Rigging.


The end result.



I don't know if I need to talk about creating a scene, but basically it's the same job. It only adds work with lighting.





Step-by-step elaboration of the scene.






A little tweaking in compositing to add highlights.

The end result.

I also want to apologize for my English, as I am not a native speaker, I may make mistakes in terminology and other small things.
As you can already understand, all the work was done directly in Blender3D. I wanted to test myself and blender itself. The project took about a month of almost daily work.
I usually do 3D character modeling for 3D printing. This is my first full-fledged work on creating a character for visualization or a game.
In general, it was interesting.
If you have any questions or tips, feel free to ask them. I would like to end my modest presentation with this smile
Good luck to all and see you soon.
REPLY
! REPORT
Congratulations on being selected as an Honorable Mention in the contest. Great work!
Someone will be in contact with you soon regarding your prize.
Thanks for participating.
Someone will be in contact with you soon regarding your prize.
Thanks for participating.
REPLY
! REPORT
Uroboros3D
Karma: 2,768
Tue, Sep 23Thank you very much! Even though I didn't get into the top three winners, I was still glad to participate. 

Congratulations on the honorable mention. This is really good! 

REPLY
! REPORT
Uroboros3D
Karma: 2,768
Tue, Sep 23Thank you very much! Even though I didn't get into the top three winners, I was still glad to participate. 

Nobara Kugisaki - Jujutsu Kaisen

Wed, Jul 09
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