Pine Cones
This project started as an autumn experiment. I wanted to see how far pine cones and other natural materials could go as the basis for a character. I designed two decorative pine cone figures. Maple seeds became the inspiration for the eyebrows, and each nose got a unique hand painted look. I made every choice to keep the warm, organic feeling of the original material intact.
I modeled the entire scene in Maya, both figures and the surrounding pine cones and rocks. From there I brought everything to life in Substance 3D Painter and Arnold. The biggest challenge was balancing realism with charm. The pine cones needed to read as genuine natural material. At the same time, they had to carry enough personality to work as characters.
Software Used
Maya
Substance 3D Painter
Arnold
Photoshop
Role
Modeling
Shading & Texturing
Lighting & Comp
Behind the Scenes
Each leaf like protrusion on the pine cone’s surface uses a Normal Map for subtle depth. Displacement Maps add the more pronounced variation on top of that. That combination is what makes the material read as real pine cone rather than a smooth sculpt. I built this up in layers in Substance 3D Painter across both figures. At each stage I checked the read before adding the next pass.
I modeled the eyebrows by hand and rendered them in Arnold with an SSS shader. That way, light passes through them much like it would through real maple seeds. Getting that translucence to look organic rather than plastic took the most iteration of the whole project.



Unlike the layered surface work on the body, I painted the nose freehand, directly in Substance 3D Painter. No photo reference, no procedural masks, just direct brushwork. That unrepeatable stroke is exactly what gives each nose its one of a kind look. It is the kind of imperfection that is hard to fake with an automated texture.
I modeled both figures with as few polygons as possible. Subdivision surface then smoothed the final shapes at render time. The wireframe and unsmoothed passes let me check that the topology held up. That check happened before any texture or shading went on.
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