My Rookies Entry
With each character I've done I've wanted to push myself with a different style, different optimization level, and different techniques. Whether it be hand-painting or hair cards, I am interested in bettering my skills in every aspect of the game character workflow. Thank you so much for looking!
With this character I really wanted to push myself with stylized modeling, handpainted textures, lower poly counts, and low texture space. Character polycount: 39K, props: 2500. One 4K texture sheet for the demon, one for the props. Modeled in Zbrush and Maya, retopo in Maya, textured in Substance Painter and Photoshop, and rendered in Marmoset Toolbag. Based on a concept by Baldi Konijn.
A higher-poly game character I did to push for more realism while keeping an optimized for games polycount and texture space, and practice more with hair cards. Character polycount including hair cards: 120K tris, weapons: 35K. The character uses three 4K texture maps and each weapon has its own map. Modeled in Zbrush and Maya, retopo in Maya, textured in Substance Painter and Designer, and rendered in Marmoset Toolbag. Based on a concept by Alex Pascenko.
My first character for games, a mid-res character aiming for stylized realism and a mixture of hand-painted and PBR workflow for textures. Character polycount total is 60K tris. Modeled in Zbrush, retopo in Maya, textured in Substance Painter and Photoshop, and rendered in Marmoset Toolbag. Based on a concept by Dmitry Khrapovitsky.
My full student demo reel, with the preceding characters and more. Includes turnarounds, some animation and closeups.
Thank you for your consideration!