Nick Shepperd - Game Art
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Nick Shepperd - Game Art

Nickolas Shepperd
by nickshep on 31 May 2019 for Rookie Awards 2019

I have always dreamt of working and creating games with similarly driven people with whom our shared passion towards games allows us to create amazing worlds. As a character artist I strive to one day work on a team that, through collaboration, can tell emotional stories that have impactful moments and heart wrenching

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Here is my newest real time character created during my mentorship at Think Tank Training Centre presented in Marmoset Toolbag 3. All high poly assets were sculpted in Zbrush, low poly assets modeled in Maya, and textures painted in Substance Painter.

The characters body is 85K polygons, and all textures are 4k. Both the body topology and texture sets could be further optimized if needed but I wanted to have some freedom in my textures and low poly that optimization would have hindered.

I wanted to thank all the Think Tank students that helped out along the way! Want to give a plug for Taylor Brown for helping me work through the texturing and send cool vibes to Christopher Cao for having spent months talking shit with me and critiquing my character. 

Here is the face of my current character.

-Marmoset Render

-Textures are 4k


Here is my first real time character made during my Advanced Term at Think Tank Training Centre based on the Cyber Ronin piece done by Eddie Mendoza ( https://www.artstation.com/artwork/EylqN ) . Game Rez rendered and presented in Marmoset, High Poly presented in Zbrush.

This piece was my single greatest learning experience thus far in my 3D education but, overall I am highly disappointed by the end result. Different problems throughout development along with the deadline meant sacrifices with quality. At the end of the day though, it is all about growth and perseverance.

A big thanks to Chris Cao ( https://www.artstation.com/chrisc ) who helped me at every turn with this character.

A bust done to test out sculpting and texturing a humanoid monster (orc) style character while still applying the traditional realistic game workflow. I used the same practices one would use on a traditional human based game character from Zbrush displacement to Substance Painter and Marmoset.


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