Goddess of Nature was created for the world wide game character competition Dominance War V. The theme of the competition was to create a god character under the restrictions of a next gen character. The Goddess of Nature controls nature and uses the vines on her arm as a weapon to protect her domain. This character is rendered in Marmoset Toolbag real-time engine.
Tri count is 11742 with a 2048 texture of diffuse, normals, and specular maps. The software used to create this character: ZBrush, Autodesk Softimage, Modo, 3d Coat, XNormal, Marmoset Toolbag.
Barkon is a personal project created under next gen character specifications. I composed a back story and created the concept art for this character. He went through the entire creative pipeline. Character was handed off to be animated by Joshua Mayle. Rendered in Marmoset's engine with real time lighting. Final composition done in Photoshop.
His back story is that he is an elf raised by dwarves. He was adopted by a dwarf family after a cataclysmic event that forced the elves to live underground with the dwarves and war soon broke out. Barkon was orphaned by the war, but taken in by a childless couple. The tense relationship between the dwarves and elves made growing up in a dwarven city tough for him, but his adopted family loved him and eased the punishment from the other kids. His complete lack of beard is constantly ridiculed, for even the dwarven women have beards. Barkon has grown up to be a trouble maker in the dwarven cities. He irritates the dwarven community by breaking the rules that are written in stone.
These Half-Orc heads are for a to be unannounced game. The characters are customizable and these are some of the options that the player has. The hair and eyes are left grey so the player can choose there color.
All four hair styles for each gender are using the one 1024 texture. The tri count for all heads is under 600.
If you like my work, I'm available for freelance.
A couple of props that could be used in a back alley scene.
The Tri count for all 3 objects is 968, with a 1024 X 512 texture of diffuse, normals, and specular maps. The software used to create this character: ZBrush, Modo, dDo, and XNormal.
These are just a couple of dragons that I made for an upcoming game. The game hasn't been announced yet, but I was given permission to display a couple in my portfolio. These dragons are under 1,000 tris with just a diffuse map in a fully illuminated world.
The poses and animations were done by Joshua Mayle. You can see more of his work at: http://joshuamayle.weebly.com/
I made a quick sketch of an idea I had for Dracula and this is the sculpted version of that sketch.
Rapunzel Sculpt based on Kent Meltons Work. I really wanted to focus on the eyes of cartoon characters. There is also the a video of making this sculpt start to finish.
Bust sculpted in ZBrush based on a concept by Darren Bartley's of "Old Dudes."
A high poly sculpt I did in ZBrush of the character Oin from "The Hobbit" movie.
I was a part of the core team of Roaming Fortress throughout its development at YETi CGI. I filled a variety of roles including: Character Artist, Concept Artist, and Environmental Artist.
Roaming Fortress is a tower defense game with a twist, you come at the enemies instead of the reverse. The game uses pre-rendered 3D sprite sheets to get its rich detail while still looking like full 3D.
Roaming Fortress is the story of the Manatalopian Knights who are trying to take back their home land from the Goblin Horde. The Knights' ambitious plan is to carry their fortress to the enemy on top of the mythical Burdenbeast.
For more on this game, check out the website: RoamingFortress.com
The Battle Scars project is a game created for mobile which needed a vast array of low poly environmental assets. Listed are some screenshots of the game, and the various assets that I constructed.
The game plays like a tower defense, rail shooter. It allows the player to customize their hover ships 3 nodes to suit their playing style.
The story of Battle Scars is told by three old war veterans in the distant future. The player plays their old war stories. The enemies numbers and defenses can change mid-mission by any one of the three veterans interjecting to exaggerate and make the story more impressive.
In the alpha of FarmVille 2, I was apart of an art team that was commissioned by Zynga to create various environment assets for their upcoming game. We worked with Zynga as they developed their art style with low poly counts and hand painted textures.
I was on a small team of artist working on Backyard Monsters for Kixeye. For this client, we designed and created the upgraded levels and destroyed states of the resource collectors and defensive buildings based off of the one version they already had in the game. The silhouetted buildings are the original art of Kixeye. We also created various decorations that could be placed in your yard. The assets are pre-rendered images with animation. The image to the right displays the assets that I personally modeled, textured, and animated.
Work was also done for the alpha of Battle Pirates.
High poly accurate military equipment. The assets list are as follows in order: NOD GPNVG18, Night Vision Goggles AN/AVS-9, Laser ATPIAL 11, Holster SFx300, SureFire Scout Light, and Prisoner Kit. The last image is the final result of all assets delivered to SOF studios. I created other clips and attachments not shown individually. Materials and textures were done further down the pipeline.
Warning: These images contain some nudity
I originally thought about being a traditional artist, but then found I really loved making game artwork. I now have the added advantage of having a traditional artist skills that improve my skills in 3d as well.