Evangelion Small Arms - R-92 - Akagi Ritsuko

Premise

I am a big fan of Evangelion, some time ago I decided to do a series of fanarts in this direction. As the topic I chose small personal weapons of characters (although I had to search the Internet for references, it was a lot). Each of the scenes I wanted to relate to a particular moment in the series, showing all the drama with which the whole story of Eva is.

Story NR-02

R-92 - NERV Edition - Akagi Ritsuko

Weapon, that never fired.

Ritsuko is currently the chief scientist of NERV. She inherited this function from her mother, Naoko. Extremely intelligent and level-headed, Ritsuko often comes into a dramatic contrast with Misato. They also have their cockroaches under the ceiling in the form of a fight against the fame of their mother and a desire to prove to themselves that she is worth something in this world. Just like her mother is in love with Gendo Ikari and it will not lead to anything good in the future. He dislikes or hates Rei (although she works with Rei's maintenance), due to the fact that Rei is a clone of Yui - Gendo's wife.

Ritsuko wanted to blow up the entire NERV headquarters in the End of Eva, but the computer built and programmed by her mother wouldn't let her. Her gun didn't fire and Gendo did his job...

Her key attributes: a hedgehog ashtray and coffee that has not even been started - Ritsuko is a hyper-workaholic; a black and white cat probably indicates her inner tear, or she just likes cats.


3D Sketchfab Model

I tried to insert the Sketchfab player here in Hive, but it couldn't, which surprised me a bit, but here's a link to Skechfab

Here you can view and rotate model in 3d on Sketchfab

phr_r-92_sketchfab_1.png

WIP

I started as standard by inserting the best possible reference into Blender as a blueprint and setting the appropriate size of the base model solids.


Then using the Boolean technique I made basic forms of the model.


When Boolean was done, I started the High Poly model using the Subdivision Surface technique.


Next, was creation of Low Poly versions for texture baking in Substance Designer / Painter


Normal Map was baked in Substance Designer and details additional were added to it - notches on the handle, and similar trifles. In Substance Painter, base materials and additional details have been applied.


Additional models were created and after loading the textures back to Blender, the appropriate composition was set and the project prepared for export to Sketchfab.



2D Art & Characters © by GAINAX

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