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STARGAZER

This project was a collaboration between myself and David Henson, who wanted a character for his sci-fi environment scene. Creating a character for an environment was a fun challenge, especially trying to get the perfect sci-fi style. Originally I was going to make a spacesuit based on the older styles of sci-fi, working from references from Star Trek TNG, however I instead changed the design to better fit the world, and incorporated a lot of visual references and cues from the TV show "The Expanse".

Tech Overview

Based on feedback I received on my previous project, I wanted to work at a higher polycount to avoid a lot of the issues I had with the relatively low-poly clothes of the previous project. This meant the silhouette of the mesh was far more believable, and the detail normals had far less issues. I also unwrapped the model with the intention of coming back and transferring it over to Unreal's material layering system, however eventually had to just create bespoke textures within Substance Painter due to time constraints.

The model comes to 64,971 tris, with three 2k texture sets. The final renders are taken in Unreal Engine 4, and tech renders are taken in Marmoset 3.

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Detectives

This project was focused on refining my own understanding of different, smaller parts of this character pipeline. Originally, the focus was going to mainly be on creating realistic materials within UE4, however I took the opportunity to further my understanding of hair-shading, and also some of the more intricate parts of the realism pipeline; tiling pore and fabric textures for example.

Tech Overview

The primary technical focus of this project was in its shaders within Unreal Engine 4, and making my own realistic skin shader and furthering my understanding of Epic's hair shader. Both characters are based on the same base-mesh, with few differences.

High-poly modelling was done in Zbrush, retop and processing was done in Topogun and 3DS Max, and texturing and additional maps for the shaders were made in Substance Painter. Beauty Renders were taken in Unreal Engine, with the below technical renders made in Marmoset Toolbag 3.

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War Orc

This was a study into accurately creating a more monstrous yet recognisable form while also further incorporating Substance Painter into my pipeline.

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Head Case

Working with multiple art styles was the primary objective of this project, with the secondary objective of learning how to use both unreal hair and eye shaders.