Raven

Please click to enlarge!

Hi-res model sculpted and polypainted in ZBrush:

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Low res model retopologised in 3D Coat and baked in xNormal:

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Luka

Please click to enlarge!

Hi-res model sculpted and polypainted in ZBrush:

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Low-res model retopologised in 3D coat. Baked in XNormal:

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Diffuse and normal map:

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Self Portrait

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Out of Range

Character concepts for a personal comic project:

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Fallout: Lonestar

Characters designed for the Fallout mod, Fallout: Lonestar.

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GamerCamp Module 2 - iPad Game - “Hold My Hand”

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.

Splash screen:

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Here’s a closer look at some of the animations I made:

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I collaborated with 2 artists to animate 2 monsters.  Here’s one creepy dude:

Idle:

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Wake Up:

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Run:

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Capture Player:

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Hold Player:

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Player Defeated:

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Player Released:

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Enemy Stunned:

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Character created from this reference image provided.
Sculpted and polypainting in ZBrush, retopologised in 3D Coat and baked in XNormal. Character created from this reference image provided.
Sculpted and polypainting in ZBrush, retopologised in 3D Coat and baked in XNormal. Character created from this reference image provided.
Sculpted and polypainting in ZBrush, retopologised in 3D Coat and baked in XNormal.

Character created from this reference image provided.

Sculpted and polypainting in ZBrush, retopologised in 3D Coat and baked in XNormal.

GamerCamp Module 1 PC Game

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:

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The other artists each then refined the animation and began his upside-down animations. This was passed to me and I polished it:

Before:

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After

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I also played a part in creating the monsters and the background and animated foreground elements.

Character concepts for a friend’s comic project.  Character concepts for a friend’s comic project. 

Character concepts for a friend’s comic project. 

Star Wars: Dark Forces Low Poly

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:

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Imperial Officer - 531 tris, 128x128 diffuse:

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Stormtrooper - 682 tris, 128x128 diffuse:

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Gran - 548 tris, 128x128 diffuse:

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A self portrait in the Walking Dead game style.

I studied the character models and textures from the game and worked as closely as I could to their methods.
The model is 4382 tris. Each section is textured with its own map - 1024x1024px for the main parts of the body and 512x512px for the eyes and teeth. Diffuse and alpha only. 
Modelled in Autodesk 3ds Max and painted in Autodesk Mudbox and Adobe Photoshop.
Please find the textures in the post below:
A self portrait in the Walking Dead game style.

I studied the character models and textures from the game and worked as closely as I could to their methods.
The model is 4382 tris. Each section is textured with its own map - 1024x1024px for the main parts of the body and 512x512px for the eyes and teeth. Diffuse and alpha only. 
Modelled in Autodesk 3ds Max and painted in Autodesk Mudbox and Adobe Photoshop.
Please find the textures in the post below:
A self portrait in the Walking Dead game style.

I studied the character models and textures from the game and worked as closely as I could to their methods.
The model is 4382 tris. Each section is textured with its own map - 1024x1024px for the main parts of the body and 512x512px for the eyes and teeth. Diffuse and alpha only. 
Modelled in Autodesk 3ds Max and painted in Autodesk Mudbox and Adobe Photoshop.
Please find the textures in the post below:
A self portrait in the Walking Dead game style.

I studied the character models and textures from the game and worked as closely as I could to their methods.
The model is 4382 tris. Each section is textured with its own map - 1024x1024px for the main parts of the body and 512x512px for the eyes and teeth. Diffuse and alpha only. 
Modelled in Autodesk 3ds Max and painted in Autodesk Mudbox and Adobe Photoshop.
Please find the textures in the post below:

I studied the character models and textures from the game and worked as closely as I could to their methods.

The model is 4382 tris. Each section is textured with its own map - 1024x1024px for the main parts of the body and 512x512px for the eyes and teeth. Diffuse and alpha only. 

Modelled in Autodesk 3ds Max and painted in Autodesk Mudbox and Adobe Photoshop.

Please find the textures in the post below: