Halloween Pumpkins | Fionn #VirtuosTalent

Fionn had recently finished a project that was very focused on hard surface manufactured shapes, and wanted to create something more organic for a change of pace - Halloween provided a great opportunity for this. He went with a seasonal staple and modelled a pumpkin. All of the base work was done with Blender as well as the final renders, only moving outside the package for additional detailing in Zbrush, and texturing in Substance Painter.

About the Artist:
Fionn is relatively new to the gaming world, working as a producer in Black Shamrock for the past year. He enjoys finding time to play around with 3D art whenever he can.

Initial render showcasing the full work in Blender. The fog effects were added in Photoshop, and the cloak was created in two parts using a cloth sim.

Initial render showcasing the full work in Blender. The fog effects were added in Photoshop, and the cloak was created in two parts using a cloth sim.

When I had finished all my initial renders, I decided to try and take things further and composite the work into a real scene using Photoshop as a stretch goal.

When I had finished all my initial renders, I decided to try and take things further and composite the work into a real scene using Photoshop as a stretch goal.

In a similar way, lighting and materials can also distract from the base mesh, so I rendered a clay pass so you could more clearly see the details. I wasn't a fan of the scythe I had created so I had hidden it during lighting in the other renders, but her

In a similar way, lighting and materials can also distract from the base mesh, so I rendered a clay pass so you could more clearly see the details. I wasn't a fan of the scythe I had created so I had hidden it during lighting in the other renders, but her

For any of the artists viewing this, I just did a quick display of some of the texture maps created and wireframe of the model to showcase what was present.

For any of the artists viewing this, I just did a quick display of some of the texture maps created and wireframe of the model to showcase what was present.