Character and Game Art

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!

 

Undead Samurai

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).

 

Lord of the Rings Classic Goblin

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).

 

Hardcore Rocksteady

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!

 

Neo Dreadnought

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!

 

Drec K'tar

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.

 

Luke Cage

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.

 

Rogue

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.

 

Ghost

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.

 

Berserker

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.

 

Sin Master

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.

 

Har-V

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 Warrior

A high resolution illustration created as promotional material for the Quintek Group.

The final image size was 4090x6000 for large scale prints. Zbrush, Maya, and Photoshop were used in it's creation. Rendered in Mental Ray.

 

Dark Elf's Maze

A high resolution illustration created as promotional material for the Quintek Group.

The final image size was 4800x7200 for large scale prints. Zbrush, Maya, and Photoshop used were in it's creation. Rendered in Mental Ray.

 

Captain Katerina Steel

Personal work of a high resolution Female character model with high res textures and displacement maps. Maya, Zbrush, and Photoshop were used in the creation process. Renders were done with Mental Ray. A short animation of the model with it's wireframe can be found near the bottom of the page in the "Movies" section.

 

Kit Fisto

A high resolution Zbrush sculpt. Final images were rendered in Zbrush and composited in Photoshop.

 

Next-Gen Rifle

This model was a personal work. The final next-gen model was about 5500 tris. Looking back, this is probably a little on the high side, but it was just for fun and the final product looks great! 512 Diffuse, Normal, and Spec map.

 

Next-Gen Warhammer

Final Next-Gen model is 620 tris with 512x512 Diffuse, Normal, and Spec maps.

 

Centaur

A high resolution Zbrush sculpt. Rendered in Zbrush and composited with Photoshop.

 

 

Various 3d Illustrations

 

Movies

 

Monster Animation Space Marine Animation Space Marine Animation

 

 

Click a link below to view the animations in HD on YouTube.

Watch "Har-V" in HD

Watch "Katerina Steel" in HD

 

Get in touch

Feel free to contact me...

Questions about existing artwork? Like to inquire about work you need done? Don't hesitate to e-mail me.

 

richardzryd@yahoo.com