Visually Unique
WORK FLOW
Design Process
Even as a generalist, I specialise in bringing character concepts to life in a 3D environment.
IDEATION
If I have not been given a concept, I will do research on the given prompt to create a character that would fit well for that prompt.
BLOCKING OUT
Using Maya or Zbrush, A quick block-out of the using characters basic shapes
Detailing
In Zbrush or any sculpting program, Refine the character with as much detail to the model as possible, every fine detail like folds and creases count.
Optimise
Depending on the character’s use, either for a game or animation, retopologise and reduce poly count as needed. Often in games, the model should be as optimised at possible.
TEXTURING
Using texturing software such as Substance Painter, I create the textures and materials for the character. In majority of texturing programs, you can use the high detail meshes to fake detail on the optimised mesh. This can make a simple mesh look a lot more detailed using less computer resources.
Rigging
The completed character model can now be brought back into Maya, where I begin rigging the character to animate.
Animate
Using the rigged character, I can then animated them in Maya to bring the character to life.
RENDER
After the animation is complete, I run a quick playblast in Maya. When I am happy with the results I will export the animation out to Unreal to render the final animation
EXAMPLES
Software
Work Pipeline
Illustration/2D
Procreate
Photoshop
Animation/3D
Autodesk Maya
Substance Painter
ZBrush
Engines
Unreal
Unity