Modeling Showreel by Jan Jinda
Jan Jinda Presents his updated Character Modeling Showreel.
Software used: MODO, SOFTIMAGE, MAYA, 3DS MAX, ZBRUSH, MARI, PHOTOSHOP, ARNOLD, NUKE, PHOTOSCAN
00:03 – 00:33 – TIME
This project was made for the CGSociety challenge. I wanted to make an interesting picture as print ad for
Time Machine in a style of a movie poster. But mainly I wanted to train my modeling and texturing skills. The
hero character was sculpted in ZBrush from a sphere and its props were extracted via dynamesh. Everything
was then retopologized in MODO in a default production A pose. UVs made in MODO were split into 25
UDIMs and all the nice texture detail were then painted in MARI. The fully production ready character was
then rigged and rendered in MODO and fnal image was composited in NUKE.
00:34 – 00:41 – FRANKIE
A sculpture of the Frankenstein’s monster based on a concept art from a master Miles Teves. Done completely
00:42 – 01:01 – ANTONIO CACTO
A hero character from the Antonio Cacto short flm. I participated on his design with a few concept sculpts in
ZBrush. The fnal model was then tweaked and detailed in ZBrush and then retopologized in MODO. Textures
were done in Photoshop. I was also responsible for his shaders, lighting in Softimage, rendering in Arnold and
fnal shots precomps in NUKE. I also used Photoscan for cactus reconstruction which can be seen in the shot.
As an important member of the crew I supervised whole flm and I also did a lot of prop modeling, texturing,
lighting and precomps.
01:02 – 01:17 – SAXANA
One of the hero characters from the feature flm, little dwarf. I transferred a 2d concept art into a ZBrush
sketch and then did few 3d designs based on that. Then fnal model was then cleaned and detailed in ZBrush
and retopologized in MODO. Textures were partly hand painted in Photoshop and the fnal character was
then assembled in Maya and handed off to riggers.
01:18 – 01:41 WILL BE NEXT?
A personal project focused on improving my skill set. The character was designed in ZBrush using dynamesh
in the A pose and then retopologized in MODO. Textures were made in Photoshop. The production ready
mesh was then posed in ZBrush using the Transpose Master, then imported into MODO, lit and rendered. The
environment was done completely in MODO and the fnal comp was made in NUKE.
01:42 – 02:02 – THE NUTCRACKER 3D
One of many models I made for the feature flm. I had to make the exact digital replica of the actual motorbike
they had on set. I used a lot of the photo references provided by the production for the fnal result had to
match the shot prop seamlessly. 3ds Max was used for modeling and then it was imported into Softimage for
rigging and animation.
02:03 – 02:06 – DOGGY’S GAME
Doggy was completely sculpted in Zbrush based on a great concept art from Jiří Štamfest.
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