
3D Modelling
All 3D models were made using 3ds Max with some animations applied. Concepts come from viewing real world objects and created objects from imagery of blueprints.
[Click on images to view in pop-up and for more description]
Fish Monster
Standard human template created with 21,102 polys to be used as the base structure of the model.
Wireframe view of the human template
Front view of the high poly model of the Fish Monster. Details constructed from the human template in Z Brush.
Side view of high poly Fish Monster.
Back view of high poly Fish Monster.
The Fish Monster design is of a creature that has adapted to its cave environment. As well as this the environment has also become one with its body, having barnacles and coral forming onto its body.
Low poly model made of 9,933 polys equivalent to 19,045 triangles (left). High poly model (right) made up of 1,492,116 polys.
High poly model details have been baked onto low poly model in Substance Painter to retain the low poly count as whilst keeping the defined look. This new process up to this point from the start of the project has taken a total of 20 hours to complete.
The Fish Monster project continues through to the environment stage in 2017. This model once rigged and textured will be animated using motion-capture in a created cave environment. The related images shows the model being created using industry process and retains a triangle count less than 20,000 to be used in-game.
Standard human template created with 21,102 polys to be used as the base structure of the model.
Wireframe view of the human template
High poly - 16,201,744 polygons Low Poly - 4,854 polygons
Skaarj variant is a commander with war damage including armor and weapons to compensate. Such as the visual aid head piece and the blade on the left arm.
The following sub tools that build up to the high poly model.
High poly texture is baked onto Low poly model with the shown altered materials applied.
Textures applied to a material in the Unreal 4 material editor.
Textures combined to a material and applied to the character model.
Textures combined to a material and applied to the character model.
Textures combined to a material and applied to the character model.
Textures combined to a material and applied to the character model.
Textures combined to a material and applied to the character model.
Skaarj Variant
Following the Skaarj concept art from Unreal tournament, this game ready character is less than 10,000 polygons. The character was created in a timeline of two weeks as a work contribution towards the Rising Star 3D artist competition, second round.
The creation process was done using my made standard human template model and implemented through the following software in the order they were used:
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ZBrush - High poly sculpt
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3ds Max - Low poly build
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Substance Painter - Baking and texturing
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Unreal Engine 4 - Material applied.
Environment assets (Fish Monster scene)
All models to be used in a real time environment. Assets were made in the process of high poly sculpting in ZBrush, creating a low poly version in 3ds Max and baking and applying the textures in Substance Painter.
Rock texture used from altering Substance Painter preset materials, moss material obtained from Substance Share. Rock model was made in order to positioned at different angles and appear to like a different environment asset. The model has multiple position uses in an environment.
Model size in relation to character use.
Substance Painter bone material applied. Detail of cracks were made from baking a detailed high poly version onto a low poly model.
Variant from original skull in which the jaw bone is missing as well as the skull concave.
Cartoon dinosaur
A cartoon style was followed by blueprints with the variations being of my own artistic touch.
The idea was to have these variations being either powerups of the dinosaur or variations of the creature depending on its environment in the game.
McLaren 650s Spider
This car model was created by following images, blueprints and observing it at a car dealership. Animation is applied to wheels and camera to show off aspects of the car.
It was created using modelling techniques such as NURBS, mesh-editing, extruding and lofting. (View slide for image and video)
House
Created as a generic example house to be used in a VBS3 terrain, this house can be entered with interactive doors. It also has a RoadWay LOD built to allow the player in VBS3 to walk up the stairs and navigate the upper floor.
Constructed in 3ds Max, textured and rigged in Oxygen 2, and exported for use in VBS3.
Poly-count: 3,458 Tri-count: 8,027
SpaceMan
Created from my own design, the model is going to be applied as a character in a space themed game.
For now it remains in a T-Pose with the skeleton rigged to the skin.
Realistic dinosaur
This study of dinosaurs followed a more realistic blueprint. The process consisted of modelling each intricate limb in different stages to then apply to the body.
Slime Enemies
These two slime enemies have been modelled by my own design and used in one of the created games. Each enemy animation was rendered on a spritesheet to place into the 2D platformer.
Both enemies follows the same 'jelly' theme but have their own unique animations. The pink moving left and right with the green jumping up and down.



