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Charcaters and Props
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Charcaters and Props

Erick Rodriguez
by erickrdz on 31 May 2020 for Rookie Awards 2020

Here I have a collection of characters and props, featuring both realistic PBR textures as well as stylized texture and modeling workflows. I based most of the work from pre exiting concept art, however when the concept was ambiguous, I matched the style of the concept with my own invention.

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Dumac Dwemer King


This is a real time bust generated using mainly zbrush, and textured in pbr workflows. As a long time elder scrolls fan I started this project with the aim to make a version of what the Dwemer King Dumac might looked like. I used Matias Tapias concept “Dwemer FANART. (Part1)” [https://www.artstation.com/artwork/YaqNq] as inspiration as well as what the Dwemer seem to be based from, the Anunnaki Sumerian deities. In addition I based the armor designs from the Dwemer armor in Elder Scrolls V: Skyrim.

The tri counts is as follows :

828 for the hat

2 K tris for the helm

5, K for the cuirass and pauldron

3 K for the character itself

97 K for the hair and beard

Darksiders II Golem

This is a golem based on a concept from Darksiders 2 by Ted Beargeon. The budget I was given 15000 tries as a budget and 2 2048 texture sets. I started by doing quick sketches on top of the concept art to fill in gaps. Then I made a texture callout sheet that I would use later on. Next, i made a quick high detail proxie that would layout the foundation for the high res sculpt. Then i proceeded to make the sculpt using ZBrush. Next, I began to retopologyze and UV unwrap. Once that was done i began to texture in substance. Then i proceeded to rig and skin the character for posing. Next, I made the lightning effects using a flipbook in unreal. Lastly I made an alternate hand painted texture for the golem in order to give it a hand painted feel.

LOTR The Hobbit Props

This work is based on unused concept art for “The Hobbit: An Unexpected Journey” art book released by Weta. I got some of the patterns the dwarves wore and incorporated them in various places like the blanket, horn, lantern, and plinth. Part of the challenge with this piece is that a large quantity of the concepts were rough sketches, so I had to match the style and feel of the movies by filling in the gaps with my research. Furthermore, in order to speedup workflow and iteration, I made al the textures and materials easily adjustable in order to allow for fast variants to be generated. Overall, this was a great project that allowed me to do research and make some less seen items that might be part of an adventurers pack.

The tri counts are as follows:

Lantern 4k

Ear Horn 2k

Kitchen knife 1k

Key to Erebor 1k

Money pouch 4k

Explosive sacks 3k

Blanket 485

Plinth 88

Borderlands 3 prop


On this project my aim was to match the borderlands 3 style with this hook block. Through the lifetime of the project I found that the modeling could be done relatively fast, and that allowed me to spend extra time on the texture work, and all of its subtle complexities. I began by creating a base outline of what each of the pieces would be textured like, and started building up by adding noise, gradients, Ben-Day dots, inking, and adding highlights in order to completely capture the feel of patchwork metal and wear that the borderland series is known for. After the orange hook block was finished, I set out to make a variant that would fit in a boss room. In this case the boss room was that of “Mouthpiece” I added additional geo, and radically changed the texture to better suit the music centric boos-room while keeping the tri count relatively the same as the base hook.

The tri count is as follows:

Orange hook 4k

Purple Hook 4k


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