Connor Stansfield - Aspiring Games Character Artist Portfolio
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Connor Stansfield - Aspiring Games Character Artist Portfolio

Connor Stansfield
by ConnorStansfield on 1 Jun 2021 for Rookie Awards 2021

I'm a graduate games student and aspiring character artist seeking my first role within the games industry.

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Connor Stansfield - Aspiring Games Character Artist Portfolio

Hi! I'm Connor Stansfield, I'm an aspiring character artist and graduate games student searching for my first role in the industry. This is my current portfolio of work from during and after university, I tried to cover a few different art styles to improve my skills and show a more varied portfolio.

Artstation

Linkedin

Email: [email protected]

CV available via artstation about section.

Captain Caeso

This is Captain Caeso, a stylized game ready character. He is an original character I made to demonstrate a different art style and try out a more exaggerated character. I really enjoyed creating this piece, especially the sculpting phase as I had never done a creature type character before.

The character was sculpted in ZBrush, retopologized and UVd in Autodesk Maya, textured in Substance Painter and then rendered with Marmoset Toolbag.

Practice Sculpt

A practice sculpt I completed following the original concept from magdalina.dianova and additionally the interpretation from Grig art's design. The aim of this sculpt was for me to get some practice with stylized characters and polypaint in ZBrush.

Dissertation Project

For my final year dissertation project I created a digi-double bust of myself from a photogrammetry scan using budget methods. I wrote an in-depth paper on the project which you can find using the link below.

Dissertation Paper

This was an incredible learning experience and really helped me grow my skills in terms of creating realistic character art. I learned a lot about texturing skin and how to transfer a real life photo texture into one that is usable with PBR rendering.

The process of making this piece started with taking multiple photos of myself with the help of an assistant. These photographs were then put into Autodesk Recap Photo to create a high poly mesh with the photo-scanned texture. After some trial and error I was happy with the result and moved on to cleaning up the mesh in ZBrush whilst looking at photo reference, essentially likeness sculpting with a head start. 

After I was happy with the sculpt I then applied the texture through polypaint in ZBrush which allowed me to bake it down onto my low poly mesh after I retopologized it in Maya. With the texture baked onto the low poly mesh I took the model and texture into Substance Painter and, using what I had learned from my research, turned the texture into multiple maps usable for PBR rendering.

Greekgodx Outro

I created a simple avatar for the popular Twitch streamer and YouTuber Greekgodx to go along with a video for his youtube outro. I heard that he was rebranding his Twitch and YouTube so I reached out to his moderator and offered to create a character for him. You can see this outro on the end of his older videos on the Greekgodx YouTube channel.

I am responsible for creating the character model and the video outro. The music was provided by Greekgodx's moderator and the animation came from Mixamo.

There was no low poly needed for this character as it was only going to be used in the outro video. So I used ZBrush's auto UVs after ZRemeshing the model so that I could then move into substance painter and give it the texture complying with the spec given to me.

I created the audio visualizer in Adobe After Effects and put it together with the rest of the video in Premier.

Cyber Bunny

A game ready futristic character I created for one of my final year university assignments. This was my first attempt at a character that incorporated proper hard surface and aslo my first attempt at a more anime style character. I learned a lot from this character regarding stylized texturing and I really enjoyed making it at the time particularly the sculpting section.

The character was sculpted in ZBrush, retopologized and UVd in Maya, textured in Substance Painter and then rendered using Marmoset Toolbag.


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