Please click to enlarge!
Hi-res model sculpted and polypainted in ZBrush:
Low-res model retopologised in 3D coat. Baked in XNormal:
Diffuse and normal map:
Characters designed for the Fallout mod, Fallout: Lonestar.
On Module 2 of GamerCamp, we had 6 weeks to make a puzzle platformer for iPad. I was one of six artists - my responsibilities included concept art, some monster animation and the animation of the main character.
Here’s a closer look at some of the animations I made:
I collaborated with 2 artists to animate 2 monsters. Here’s one creepy dude:
In the first module of my MA Video Game Development, I worked with 2 other artists and 2 programmers to make a game in 8 days:
Every asset was worked on by every artist at some stage. For example, I made the initial animations for the scientist:
The other artists each then refined the animation and began his upside-down animations. This was passed to me and I polished it:
I also played a part in creating the monsters and the background and animated foreground elements.
I was inspired by the recent Polycount and Sketchfab contest to recreate some characters from one of my favourite games in low poly 3D. I created these over a week.
Modelled in 3ds Max and painted with 3D Coat and Photoshop.
Kyle Katarn - 568 tris, 128x128 diffuse:
Imperial Officer - 531 tris, 128x128 diffuse:
Stormtrooper - 682 tris, 128x128 diffuse:
Gran - 548 tris, 128x128 diffuse: