Joe Blow: Skin 11 – Real-time Fan Art

Personal project created to study 3D characters for games based on awesome concept art of Abel Oroz. My role: Digital Sculpting, 3D Modeling, Re-topology, UVs, Bake Textures, PBR texturing and post-production. Tools: ZBrush, Blender, TopoGun, UV-Layout, Photoshop, Substance Painter, 3D-Coat, Marmoset Toolbag. Credits: Based on concept art of Abel Oroz. Real-time model Video – Tunrtable … Read More

Joe Blow: Skin 12 – Real-time Fan Art

Personal project created to study 3D characters for games based on awesome concept art of Abel Oroz. My role: Digital Sculpting, 3D Modeling, Re-topology, UVs, Bake Textures, PBR texturing and post-production. Tools: ZBrush, Blender, TopoGun, UV-Layout, Photoshop, Substance Painter, 3D-Coat, Marmoset Toolbag. Credits: Based on concept art of Abel Oroz. Real-time model Video – Turntable … Read More

TAHK: Real-time

Project created for the Artstation Art Challenge: “Beneath the Waves Game Character Art (Real-time)”. My role: Digital Sculpting, 3d Modeling, Re-topology, UVs, Bake Textures, PBR texturing and post-production. Tools: ZBrush, TopoGun, Photoshop, Substance Painter, 3D-Coat, xNormal, Marmoset Toolbag. Credits: Based on concept art of Taran Fiddler. Real-time model Wire-frame: Real-time Real-time model – Marmoset Viewer … Read More

Blacksmith: Real-time

Project created for the Artstation Art Challenge: “Ancient Civilizations: Lost & Found Game Character Art (Real-time)”. My role: Digital Sculpting, 3d Modeling, Re-topology, UVs, Bake Textures, PBR texturing, Look Dev and post-production. Tools: ZBrush, TopoGun, Photoshop, Substance Painter, 3D-Coat, xNormal, Marmoset Toolbag. Credits: Based on concept art of Tatiana Vetrova. Real-time model Wire-frame – Low-poly … Read More

The Warchief: Real-time

Project to study and improve the workflow for “Real-time 3D characters”, done during the workshop with Danilo Athayde. Based and inspired on the Concept art of Gilles Ketting. My role: Digital Sculpting, 3d Modeling, Re-topology, UVs, Bake Textures, PBR texturing and post-production. Tools: Zbrush, TopoGun, Photoshop, 3D-Coat, Marmoset Toolbag. Credits: Based on concept art of … Read More

Knight: Real-time

Project to study about “3D characters for Games Next-Gen” done during the workshop with Gilberto Magno. Based on the Concept art of Riiick. My role: Modeling, re-topology, UV, texturing, render and post-production. Tools: Zbrush, Photoshop, After Effects, TopoGun, xNormal, Marmoset Toolbag. Credits: Based on concept art of Riiick. Real-time model – Marmoset Viewer High-poly Low-Poly … Read More

Kingdom Death: Miniature

Digital Sculpt miniature Pinup Order Knight I’ve worked in 2015 for awesome Kingdom Death, a Boutique Board Game project from Adam Poots. The miniature is about 30mm tall in hard plastic and the details turned out great for such small scale. I feel very honorable and humble to be between awesome artists around in this … Read More

Kikky: Real-time – Character Design

Personal project, created to study “3D character design for games”. My role: Character Design, Modeling & Digital sculpting, re-topology, UV, texturing and post-production. Tools: Blender, ZBrush, TopoGun, UVlayout, Substance Painter, Photoshop, 3D-Coat, Marmoset Toolbag. Low-poly model Real-time model – Marmoset Viewer Video – Idle animation Your browser does not support the video tag. High-poly model

Skeletor: Fan Art Real-time

Project to study and improve the workflow for “Real-time 3D characters”. Based on concept art of Alberto Camara. My role: Digital Sculpting, 3d Modeling, Re-topology, UVs, Bake Textures, PBR texturing and post-production. Tools: Zbrush, TopoGun, Photoshop, Substance Painter, 3D-Coat, Marmoset Toolbag. Credits: Based on concept art of Alberto Camara. Realtime – Low-poly – Marmoset Viewer … Read More

Orc Warrior: Real-time

Project to study 3D characters for games. Based on the Concept art of Max Grecke. My role: Modeling & Digital sculpting, re-topology, UV, texturing and post-production. Tools: Zbrush, TopoGun, Photoshop, 3D-Coat, Marmoset Toolbag. Credits: Based on the Concept art of Max Grecke. Low-poly model Real-time model – Marmoset Viewer Textures maps Low-poly: Wire-frame High-poly model … Read More