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ALT ARTIST

I had a few goals with this character: to experiment with a painterly style and learn about Unreal and its real-time asset, material, and rendering workflows. After playing around with a few different looks, I settled on something that emphasizes the hand-painted texture work without being completely unlit, sort of similar to Arcane.

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Character: 27k tris, 4k maps

Props: 144 tris, 1k maps

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ZBrush | Maya, Blender | Substance Painter, Photoshop | Unreal Engine

KNIGHT

A fun sculpt inspired by a character from the book, The Knight and the Moth. It ended up being a good exercise in hard modeling in ZBrush.​

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ZBrush

BLACKSMITH

This character is loosely based on this concept by Patri Balanovsky. This is an older piece that I revisited after a few years. I updated proportions, revised some forms, and completely rebuilt the textures. It was exciting to see how my artistic and technical skills evovled since I first worked on this character.​

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ZBrush | Maya, Blender | Substance, Photoshop

BITMOJI (SNAP INC.)

Some optimized, real-time assets I made for Snapchat's avatar, Bitmoji. These images were taken from the app.​ My responsibilities for each of these avatars, starting from the left, include: 1) hair, jacket, and pants models; 2) hair textures, shirt model and textures; 3) hair model and textures, pants model. Each of these items followed strict visual and technical guidelines to fit within the Bitmoji world and performance constraints.

 

​ZBrush | Maya | Substance Painter, Photoshop

bit_render_03.png
bit_render_04.png

ANIMALS (BIG DREAMER DESIGN)

These are two of many animal sculpts I created from loose references for large-scale 3D printing in a mini golf course.

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ZBrush

BODIES (MONKEY CHOW ANIMATION STUDIOS)

A set of modular bodies I built from concepts for an animated short film that required 50+ characters. Many unique heads were attached to these bodies to streamline production.

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ZBrush | Maya

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