Character & Prop art
Hi! This is my first entry to the rookies. I'm currently at the end of my second year as a game artist student at The Game Assembly, this entry is showcasing game ready 3d models that I created for my portfolio. Hope you enjoy them!
Game ready military vest I created for my final portfolio assignment as a student. Highpoly created with Marvelous Designer and Zbrush, lowpoly/magazine/radio created in Maya, textured and baked in Substance Painter and presented in Marmoset Toolbag 4. Texture presented in 4k, optimized for 2k and works well in 1k.
Project time: 2 weeks
Main character outfit made for game project 7 at The Game Assembly set in Sweden.
Outfit made in Marvelous Designer, shoes and hat sigil made in Zbrush. Textures made in Substance Painter and Substance Designer. Rendered in Marmoset Toolbag 4. Texture presented in 4k resolution, optimized for 2k. Floor texture from textures.com
Project time: around 3 weeks.
Game ready Katana made for my final portfolio assignment as a student. Blockout mesh and highpoly made in Zbrush, lowpoly in Maya and textures in Substance Painter. Rendered in Marmoset Toolbag 4. Texture presented in 2k, optimized for 1k but also works in 512.
Project time: 1 week
Antique styled telescope created for my final portfolio assignment as a student. Legs highpoly made in Zbrush, lowpoly and telescope made in Maya. Textures made in Substance Painter and Designer. Rendered in Marmoset Toolbag 4. The model has two texture sets, both optimized for 1k but presented in 2k. Floor texture from textures.com
Project time: 1,5 weeks.
The text/logo patch for the police and the patches for the military vest were made in Substance Painter with my own made Patch generator created in Substance Designer. The tool contains 32 editable parameters and it's very simple to add more features if need be. Down below is a video showcase on how the tool works and also a breakdown for the logic behind it.
The logic behind the patch tool: The tool accepts a total of 4 values, each value being named with a number. For a perfect result it's preferred to use the exact RGB values for each value. The values are then layered ontop of each other, the larger number the more dominant, for example: Value 4 will always be on top. Each value number can be modified; colors, stitch type, stitch amount etc.