Characters

Full character Breakdowns and works in progress

CYBORG WARRIOR

Overview

This personal project was an excercise in hard surface modelling, character design and overall learning. The process of creating this character taught me many efficient hard surface sculpting techniques, a marvelous designer workflow and generally improved my character design skills overall. I found myself spending every day tuned into artists like Marco Plouffe's live streams trying to soak up any new tips and tricks to take my scultping to the next level.


The base design came together incredibly fast, the torso in particular barely changed since day 1, however after learning new techniques and exposing myself to some extraordinary 3D artists i found myself itterating on armor plate design and remaking limbs a few times until I found something that felt right, reference for a robotic space knight with a humanoid face are hard to find and required me to try as many design options as i could. I had imagined his face to articulate like 'two horns' from the animated film 'Appleseed Alpha', this led me to make the face out of lots of seperate parts in hopes of creating a robust rig for this character in the future.


The flowing cloth around this characters waist was originally modelled in Zbrush but i saw a great opotunity to try marvelous designer and decided to remake it there. The result was dynamic and allowed me to make large adjustments relatively quickly, with a small amount of cleanup in Zbrush I am very pleased with the outcome and feel I have gained a healthy understanding of marvelous designer in the process.

This character was textured and rendered inside of zbrush with the final touches for presentatin being done in photoshop.

Death knight

This Character was part of a 3 day project to not only make something cool and interesting but to also learn rendering techniques using Zbrush's in built PBR renderer, allowing me to put my photoshop skills to use and achieve a high level of polish for a short personal project.

I learnt a lot and believe I will be able to create many high level concept designs quickly and efficiently using this method.

I typically use a maya, to substance painter workflow and render in either marmoset, arnold or renderman, however these methods are more time consuming, definitly worth it for a final model for film or an in game asset, however for quick concept art and design I will be using a Zbrush to Photoshop workflow.

MONK RAIDEN

This project is a proof of concept for a student game me and a small group of peers  are currently working on. The goal was to make a character and get it animated and moving around in engine in the shortest time possible, the character sculpt was complete in one day and I spent the following 2 days retopologising, texturing, rigging, animating and learning the basics of  Unreal engine . Over 3 days this project was a success. I would love to revisit this character and take the time to clean it up to a AAA game asset level. 

This was an incredibly fun process and very rewarding to see my work animated in engine. 

The Wise Old MAchine (Still in production)

This project is my 2nd year character for AIE, i have 3 weeks remainding to work on this from the time of this update and am  super proud of how far i have come in just 3 weeks with this character.

Pushing my realism and anatomy skills with Zbrush and experimenting with more unique and interesting character design has been a blast!

So far i have used Zbrush for all asset creation and scultping, Maya for retopology and substance painter for some testing, baking and texturing. I will be rendering this real time in UE5, rigging and animating in maya and potentially creating a short cinematic sequence (Time permitted)

Any further details about the design and blocking stages of this chaarcter can be found in the art bible linked in the concept section of the website! 

Would love to hear back from anyone interested in giving feedback or learning more about this project!