Entries in character (7)

Friday
Jun232017

Exploration Suit - EVE


Concept and game model I recently did for EVE. The idea for the design was based around the planetary exploration theme, while keeping a similar language to the previous Combat Suit. This started with a blockout, then followed with a series of paintovers to establish the flow of the main lines and create a one piece feel between the top and bottom areas.

The highpoly was modeled in ZBrush alongside with Blender for hardsurface parts. 
The textures and the variations for the different factions were done in Substance Painter.

Friday
Jun232017

Sleeper Vat Suit - EVE

This suit was designed for Sleeper body that is connected to the Canopic Vat Module I created earlier.
Modeled in ZBrush and rendered in Vray
Thursday
Jun092016

Male Character Portrait

This is a cinematic character project I have been working on recently. I wanted to explore a few sculpting and detail transfer solutions, along with hair styling workflows between ZBrush and Maya, and skin and hair shading in Vray. 

The hair guides were created in ZBrush using Fibermesh and were used to drive the hairstyle in Maya. The XGen setup is mostly procedural and consists of a couple of modifiers driven by custom expressions that output values based on the hair length. 

The head model was baked in Zbrush with the Multi Map Exporter onto an animation ready mesh, and rendered using displacement maps. 

Sunday
Mar132016

Eve Online - Combat Suit - Game Model

Low poly - Game model

Screenshots from Marmoset including a couple of texture and material variations that represent different factions from EVE.

Sunday
Mar132016

Combat Suit - High Poly

 

Highpoly 3D model of the Female Combat Suit from EVE Online. This was used for baking the game model. 

The initial blockout was done in Zbrush. Retopo and detail passes done in Zbrush and Blender. Rendered in Cycles

Monday
Oct062014

XNA Project II

Just finished painting the second character from the XNA series.

Monday
Aug252014

XNA

Trying to do a bit more concepting in-between modeling sessions.