Collection of Real-Time Characters and Creatures for Games

This is a showcase of 3 of my best works over the past year which includes The New Goblin, Johnny Quick, and Barnie The Pachyrhinosaurus
The New Goblin
The objective was to change the New Goblin from Sam Raimi’s Spider-Man 3 into a realistic real-time character model that can fit into Insomniac Games’ Spider-Man. This project took about 30 weeks to complete.






The hair textures were made by making the strands in XGen and baking the hair onto a plane in Substance Painter. The hair cards were placed in 3DS Max using curves.
2D Character Concept Design
The goal of this stage was not to have a complete character concept art piece. Instead, I just wanted to have something to help me get started with Zbrush. In other words, there was more character design work that took place in Zbrush.
High-Poly Model Renders
The concept sculpting stage did not go so well due to time constraints. Ideally, I should be producing several iterations of quick concept sculpts that look like finished characters and select one of the iterations to proceed with a proper modelling workflow (make a bake-able high-poly model). Instead, the concept sculpt was barely recognisable as a character after 7 weeks, so I had to immediately jump into the proper high-poly model creation workflow. This meant that the design and high-poly modelling of the character assets was handled at the same time for most of the character.
Below are the final results of the high-poly model:







Wireframe Views
Insomniac Games gave their main character a high tri-count because they expect their players to get really close to their characters when they’re taking in-game photographs. The Prowler, for example, had around 128k tris. Even though this was the case, I still did my best to keep the New Goblin model fairly optimised. He ended up having around 97,000 tris.
Material IDs & Texture Flats
CAT Rig and UE4 scene set-up
The Flash Variant, Johnny Quick
This is my take on Johnny Quick that is made to fit into the Injustice 2 game. This character is heavily based on the original Johnny Quick design in the Forever Evil comic by Geoff Johns, David Finch, Richard Friend, and Sonia Oback. I made some alterations to the original design so that it has a similar level of complexity as the Injustice 2 characters.



Character Design
The original design was tweaked by using The Flash character from Injustice 2 that was made by Meng Guan and Ian Naud as key references.
High-Poly Model Renders





Wireframe Views
Total Tri-count: 40,736 tris
Brainiac from the game had around 80k tris but I just kept my Johnny Quick model as optimised as I can.
Material IDs & Texture Flats
UE4 Scene Set-Up
Barnie, The Pachyrhinosaurus
This is my take on what the Pachyrhinosaurus might look like if it had been domesticated. It was heavily inspired by the Ark: Survival Evolved game and is made to fit into the said game. Unfortunately, I don’t know exactly who designed the Pachyrhinosaurus for the game but I want to give credit to Studio Wildcard, Instinct Games, Virtual Basement, Efecto Studios, Abstraction, and Instinct Games S.A.E. as I did use their design as a base. This project shows my ability in making a realistic game-ready creature within about 3 months.
I named the dinosaur Barnie because it reminds me of Barney the purple dinosaur from the show "Barney and Friends".








Creature Concept
High-Poly Model Renders
Most of the scales on the head were hand-sculpted individually while the scales on the rest of the body were made by placing my own alphas.





Wireframe Views
Tri-count: 91,506 Tris
I definitely could have made the tri-count lower by reducing the number of quads on the straps but I'm not going to change it at this stage.
Texture Flats
Set 1 - Main Body (4096 x 4096)
Set 2 - Seat, Metallic Parts (2048 x 2048)
Set 3 - Straps (2048 x 2048)
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