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