Characters and Props For Games
A collection of both characters and props for games.
The Mercenary - Realtime Game Character
This character was created during a mentorship with Patrick Yeung over at CGMA. Original concept was done by Jian Li (https://www.artstation.com/lijian)
Maya: Highpoly / lowpoly modeling - UV creation - Rigging - Hair Card Creation
Zbrush: Highpoly modeling
Marvelous Designer: Highpoly modeling
Substance Painter: Texturing
Marmoset Toolbag: Baking - Rendering
Character - 75k polys
Hair Cards (Hair, Eyebrows, Beard, Monster Hair): 40k polys
Skin texture was painted in substance painter starting from a rough blockin to painting in areas of freckles, petechiae, and overall discoloration.
Left: Lowpoly featuring proper edge control to facilitate clean bakes - Color breakup representing the separate texture sets
Right: Overall texel density of model - Mirrored parts in red to save on texture space when possible
Textures sets for the body and accessories: All cloth elements were grouped as they received their own shader in Marmoset Toolbag.
Goblin Boxer- Realtime Game Character
For this project I combined the early 1900's with fantasy. My primary goal was to tell the story of a Goblin whos fallen on hard times, turning to boxing as a way to stay afloat. From cloths that don't quite fit his growing belly to tattoos that match the abilities of the tech/artist at that time, all these details serve to tell the story of a goblin falling on hard times.
Maya: Highpoly / lowpoly modeling - UV creation - Rigging - Animation
Zbrush: Highpoly Modeling
Marvelous Designer: Highpoly Modeling
Substance Painter: Texturing
Marmoset Toolbag: Baking - Rendering
Groog: Realtime Game Character
This character was started during a course on hardsurface modeling for characters with Ben Erdt over at CGMA, then later taken to completion as a personal project.
Maya: Highpoly / lowpoly modeling - Uv creation - Rigging - Animation
Zbrush: Highpoly modeling
Substance Painter: Texturing
Marmoset Toolbag: Baking - Rendering
Sks Carbine - Realtime Game Asset
This asset was done during a mentorship with Justin Lamperski over at CGMA
Maya: Highpoly / lowpoly modeling - Uv creation
Zbrush: Highpoly modeling
Substance Painter: Texturing
Marmoset Toolbag: Baking - Rendering
Lowpoly Maya screen shot with smoothed/hardened edges to facilitate clean baking
Maps - Roughness, Albedo, Metallic, Normal
Early animation test to assure all parts were of correct proportion and worked as a whole.
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