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Chase - 3D Character Artist
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Chase - 3D Character Artist

Chase Jordan
by ChasesDesigns on 20 Mar 2024 for Rookie Awards 2024

Hi! I am a 3d Character Artist working in the Video Games industry. I have a passion for everything to do with games and art, so combining them together into my career has been like a dream come true. I hope you enjoy checking them out. Everything is realtime in UE!

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Leo Bonhart - Witcher Fan Art

This project has been my most pivotal one to date, During the making of Leo, I went from knowing absolutely no anatomy, to being quite comfortable, using hair cards for the first time, Unreal engine, Marvelous designer, and much more. I forced myself to break out of my comfort zone in every way possible and it allowed me to grow more than anything I have done so far. I found that I have a very strong passion for anatomy, which has carried over into the work I have done since and will likely continue to always play a big role in my work. 

Majority of my time was spent inside of zbrush in the sculpting/modeling, while I did model some of the sword aspects in Maya. Textures were done in substance painter, Renders in Unreal Engine  5.

Dragon Rider - Real Time

This dragon rider project was me trying to do a bit of designing and have some fun. I started this project out as a simple posed anatomy study, fully asymmetrical. From there I thought it could be cool to make him into dragon rider. I found a few inspirational concepts/designs and I began to piece them together and edit them. I wanted the main focus to remain the anatomy.

Fully sculpted and modeled in zbrush with a few of maya's tools to assist. Rendered in Unreal Engine 5

Black Smith Viking - Realtime

This project was originally completed back in May of 2023, over the next 6 months I had been working on Leo. Once finishing Leo I realized I had learned a pretty incredible amount and the quality no longer matched my standard. So I decided to take 4 days and completely revamp much of the character. Completely resculpting the anatomy, making some tweaks and addition to the high poly, and then redoing much of the texture work. Finally I migrated him from Marmoset to Unreal engine. I am extremely happy with the results I was able to get in just a few days!

This was also a full game ready character optimized down, though of course I know significantly more now, which I would update.

medieval back and forth - Art Station Real time Challenge 

This was a very fun challenge done for Artstation, it was about a month and some change and finished in real time. Modeled heavily in Maya and Zbrush, textured in Substance painter and rendered in Marmoset


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