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This model was created as a guard for a planned mall level. This model taught me a lot about creating accessories, such as his belts, his helmet, his baton, etc. This model marked a new style of UVs and texturing for me that allows for better normal / roughness maps in Unity. This was also one of my favorite examples of adapting a character from my concept art, as I feel like this model just jumped off the page.
The Model
Concept Art
The following two models were created as part of the 2022 GMTK Dice Jam, here's our entry. These models, as well as the rest of the game, were made in a 2 day period. We intended them to be Persona or Final Fantasy styled basic JRPG enemies. These models taught me a lot about working in time restraints and making compromises.
The Models
Concept Art
A character created for my school project game, "Swallowed Holl". I got some good practice with shape keys for the facial animations on this character. This character also taught me an immense amount about normal maps and how they can be used to preserve the detail of a sculpted character while still being low poly enough to actually be usable in a game. The side by side shown below has my manually made re-topo on top and then my sculpt below. This really shows the vast difference in poly count.
The Model
Concept Art / Normal Map
(normal map generated based on the sculpt)
Intended as mostly a background character, Jerry taught me a lot about simple designs and showing expressiveness through low-poly models. This was also my first time making LOD models for my characters.
The Model
Concept Art
One of my more complicated models, with a mix of hard and soft surfaces that needed to be rigged and weight painted accordingly. This taught me a lot about the armature creation process, as well as being my first real attempt at making dynamic, moving hair. This is also the first character I made fully playable, including running, walking, climbing, falling, jumping, sprinting, sprint jumping, and even more animations.
The Model
Concept Art
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