Here you can find my character and game related work 3d work. Currently most of the content here is personal work, but I have been doing freelance character work for the last several months on an unannounced title for an indie developer and should have a lot of new work to show in the near future! If you have any questions about my work feel free to email me and I'm always interested in any freelance opportunities!
Personal work. Next-gen game character. Modeled in Zbrush and Maya. Normal maps produced with XNormal. Textured with Zbrush, Photoshop, and BodyPaint 3D. Retopologized with TopoGun. Crazybump used for extra normal map details. Final next-gen model is 14,980 tris with two 2048 maps for Diffuse and Normal Maps and two 512 maps for specular. Screenshots are straight out of Marmoset Toolbag (no Photoshopping).
Personal work. Next-gen game character. Modeled in Zbrush and Maya. Normal maps produced with XNormal. Textured with Zbrush, Photoshop, and BodyPaint 3D. Retopologized with TopoGun. Crazybump used for extra normal map details. Final next-gen model is 11,658 tris with 2048 maps for Diffuse, Spec, and Normal Map and one 512 map for emissive. Screenshots are straight out of Marmoset Toolbag (no Photoshopping).
Personal work. Next-gen game character. Modeled in Zbrush and Maya. Normal maps produced with XNormal. Textured with Zbrush, Photoshop, and BodyPaint 3D. Retopologized with TopoGun. Crazybump used for extra normal map details. Final next-gen model is 12,536 tris with 2048 maps for Diffuse, Spec, and Normal Map and one 512 map for emissive. Screenshots are straight out of Marmoset Toolbag (no Photoshopping). Model has modular head, arms, chest, legs, shoes, and accessories!
Personal work. Next-gen game character made to utilize Unreal Tournament's male animation set. Modeled in Zbrush and Maya. Normal maps produced with XNormal. Textured with Zbrush, Photoshop, and BodyPaint 3D. Retopologized with TopoGun. Crazybump used for extra normal map details. Final next-gen model is 10,756 tris with 2048 maps for Diffuse, Spec, and Normal Map. Screenshots are straight out of Marmoset Toolbag (no Photoshopping). Model has modular head, arms, chest, legs, shoes, and accessories!
Personal work. Next-gen game character made to utilize Unreal Tournament's male animation set. Modeled in Zbrush and Maya. Normal maps produced with XNormal. Textured with Zbrush and Photoshop. Retopologized with TopoGun. Crazybump used for extra normal map details. Final next-gen model is 12,272 tris with 2048 maps for Diffuse, Spec, and Normal Map. Screenshots taken from Marmoset Toolbag.
Personal work. Next-gen game character of the Marvel superhero Luke Cage. Modeled in Zbrush and Maya. Normal maps produced with XNormal. Textured with Zbrush and Photoshop. Retopologized with TopoGun. Final next-gen model is 10,648 tris with 2048 maps for Diffuse, Spec, and Normal Map. Screenshots are from Marmoset Toolbag.
Personal work. Next-gen game character original concept. Modeled in Zbrush and Maya. Normal maps produced with XNormal. Textured with Zbrush and Photoshop. Retopologized with TopoGun. Final next-gen model is 11,566 tris with 2048 maps for Diffuse, Spec, and Normal Map.
Personal work. Next-gen game character. Modeled in Zbrush and Maya. Normal maps produced with XNormal. Textured with Zbrush and Photoshop. Final next-gen model is 11,940 tris with 2048 maps for Diffuse, Spec, and Normal Map.
Personal work. Next-gen game character. Modeled in Zbrush and Maya. Normal maps produced with XNormal. Textured with Zbrush and Photoshop. Final next-gen model is 8050 tris with 2 1024 maps for Diffuse, Spec, and Normal Map. Original concept by Nat Tan.
Personal work. Next-gen game character. Modeled in Zbrush and Maya. Normal maps produced with XNormal. Textured with Zbrush and Photoshop. Final next-gen model is 11,452 tris with 1x 2048 Diffuse, Spec, and Normal Map. 1x 1024 emissive map.
Original concept and Zbrush sculpt made for a personal high-definiton animation. The images seen here are stills taken from the Har-V animation that can be found near the bottom of the page in the "Movies" section.
The final image size was 4090x6000 for large scale prints. Zbrush, Maya, and Photoshop were used in it's creation. Rendered in Mental Ray.
The final image size was 4800x7200 for large scale prints. Zbrush, Maya, and Photoshop used were in it's creation. Rendered in Mental Ray.
Questions about existing artwork? Like to inquire about work you need done? Don't hesitate to e-mail me.