Hungry is a dinosaur-like monster I designed for a small game project called “Don’t Get Et”. Hungry’s purpose in the game is to chase you and try to eat you, so he was designed with a very big mouth and belly. The topology for this model is a very clean all-quad mesh with edge loops to support deformation including blinking and intricate finger movement.
All sculpting, retopologizing, UV unwrapping, texturing, rigging, and animating by me. 13,936 tris.
Hugo is sort of a mix between a manatee and a lobster. He was created for the VR MMORPG “Tales of Lunea”. He is a flying mount that lets the player fast travel to different areas in the game.
All sculpting, retopologizing, UV unwrapping, rigging, and animating by me. Concept art by Joseph Allen, and texture by Malika Kadrzhanova. 9,548 tris.
One of the three heads for the “Hydra” boss in the VR MMORPG “Tales of Lunea”. It is the final boss that the player faces at the end of our PAX 2017 demo. The Hydra is fully rigged and ready for animation with a spline ik setup that allows for snake-like movement.
All sculpting, retopologizing, UV unwrapping, rigging, and animating by me. Concept art by Joseph Allen, and texture by Malika Kadrzhanova. 11,360 tris.
This ant is a study in topology and transitioning from organic to hard surface in a contiguous subdivided all-quad mesh. It was completed via box modeling and edge-by-edge modeling.
Modeling sheet provided by CG Cookie, Inc. Base mesh: 8,472 tris. Subdivided (two levels of division): 135,552 tris.
This character is a work in progress, model coming soon.
This is The Keyper, a character design for a dungeon crawler game. He is responsible for all of the random locked chests you find on your adventures. The model is an all-quad mesh with ideal topology for deformation.
Main character polycount: 10,000 tris. Accessories: 5,510 tris.