HUALEI GU— ART SITE
Illustration 插画
Design 设计
3D Art 建模
Main page 主页
软件制作:
Unreal Engine( 场景搭建与渲染 )
Substance Painter
( 材质与贴图制作 )
Maya (低模制作与UV展开 )
Zbrush ( 高模雕刻 )
Procreate ( 概念与草图 )
Unreal Engine( 场景搭建与渲染 )
Substance Painter
( 材质与贴图制作 )
Maya (低模制作与UV展开 )
Zbrush ( 高模雕刻 )
Procreate ( 概念与草图 )
In the forest, deep and still,
An ancient statue stands at will.
Is he a hero, bold and grand,
Or a wind-born beast of shadowed land?
No name to speak, no story told,
His glory lost, his fate grown old.
An ancient statue stands at will.
Is he a hero, bold and grand,
Or a wind-born beast of shadowed land?
No name to speak, no story told,
His glory lost, his fate grown old.
The wind has swept his past away,
And left no trace for those who stay.
No title, no legacy to claim,
His past, like mist, is long since worn.
Rain his wine, the wind his song,
The birds in trees hum soft and long.
Oceans rise, empires fall,
Yet he remains, as ages come and go.
And left no trace for those who stay.
No title, no legacy to claim,
His past, like mist, is long since worn.
Rain his wine, the wind his song,
The birds in trees hum soft and long.
Oceans rise, empires fall,
Yet he remains, as ages come and go.
软件制作:
Procreate( 概念与草图 )
Procreate( 概念与草图 )
本作品围绕“风”与“石”,静与动的对比展开探索,探索自然与人力之间的关系。
雕塑主体为一尊无名的东方人物形象,其前方刻有汉字“风”。作品将“风”的意象融入雕塑结构之中。为强化主题,人物衣袍随风流动,其中一只手臂逐渐演化为旋转的云雾形态。作品通过“动”与“静”、“轻”与“重”的对比,构建出瞬息与永恒之间的视觉对话。
This piece is an exploration of dynamic contrasts, where the intangible force of wind meets the solidity of stone.
The artwork features an unnamed oriental statue, marked with the Chinese character “风” (wind) on its surface. The concept integrates the presence of wind throughout the sculpture—manifested as symbolic totems, three-dimensional forms, and semi-relief structures that wrap around the figure.
To reinforce the theme, the statue’s garments flow with the breeze, while one arm gradually transforms into swirling clouds. Through the juxtaposition of motion and stillness, lightness and weight, the work creates a visual dialogue between the ephemeral and the eternal.
雕塑主体为一尊无名的东方人物形象,其前方刻有汉字“风”。作品将“风”的意象融入雕塑结构之中。为强化主题,人物衣袍随风流动,其中一只手臂逐渐演化为旋转的云雾形态。作品通过“动”与“静”、“轻”与“重”的对比,构建出瞬息与永恒之间的视觉对话。
This piece is an exploration of dynamic contrasts, where the intangible force of wind meets the solidity of stone.
The artwork features an unnamed oriental statue, marked with the Chinese character “风” (wind) on its surface. The concept integrates the presence of wind throughout the sculpture—manifested as symbolic totems, three-dimensional forms, and semi-relief structures that wrap around the figure.
To reinforce the theme, the statue’s garments flow with the breeze, while one arm gradually transforms into swirling clouds. Through the juxtaposition of motion and stillness, lightness and weight, the work creates a visual dialogue between the ephemeral and the eternal.
软件制作:
Zbrush(建模,高模制作)
Zbrush(建模,高模制作)
我在 ZBrush软件中使用细分技术雕刻了整个模型。在形体、结构和细节上进行了重点完善。
I sculpted the entire model in ZBrush using subdivision techniques, focusing on form, structure, and detail refinement.
I sculpted the entire model in ZBrush using subdivision techniques, focusing on form, structure, and detail refinement.
软件制作:
Maya ( 低模制作与UV展开 )
Maya ( 低模制作与UV展开 )
将高模导入 Maya 后,我进行了低模制作,并完成了 UV 展开,以确保模型结构清晰且符合性能需求。
The high-poly model was imported into Maya, where I created an optimized low-poly mesh and completed the UV mapping to ensure clean topology and efficient asset performance.
The high-poly model was imported into Maya, where I created an optimized low-poly mesh and completed the UV mapping to ensure clean topology and efficient asset performance.
软件制作:
Unreal Engine(渲染,布景,打光)
Substance Painter
( 材质与贴图制作 )
Unreal Engine(渲染,布景,打光)
Substance Painter
( 材质与贴图制作 )
在 Substance Painter 中制作了雕像表面的材质与贴图,来强化表面细节、风化的真实感与视觉层次。
随后将模型导入 Unreal Engine,我利用下载资源搭建环境,设计自定义雾效,并完成灯光与最终渲染。
配套视频展示了项目从概念到最终场景的完整创作过程。
Materials and textures were developed in Substance Painter to enhance surface detail, realism, and visual depth.
The model was then imported into Unreal Engine. I built the surrounding environment using downloaded assets, designed custom fog effects, and finalized the lighting and rendering.
The accompanying video showcases the evolution of the project from concept to final scene.
随后将模型导入 Unreal Engine,我利用下载资源搭建环境,设计自定义雾效,并完成灯光与最终渲染。
配套视频展示了项目从概念到最终场景的完整创作过程。
Materials and textures were developed in Substance Painter to enhance surface detail, realism, and visual depth.
The model was then imported into Unreal Engine. I built the surrounding environment using downloaded assets, designed custom fog effects, and finalized the lighting and rendering.
The accompanying video showcases the evolution of the project from concept to final scene.