Cuts and Transitions in VR
Here are some projects on which I was the main 3D artist (created 90% of game assets)
High-poly Character Sculpt (ZBrush)
I modeled this tiefling character based on a character in a Dungeons and Dragons show I watched frequently and learnt ZBrush with this project.
I was working with a 2D reference which was a fan art of the same character made by Lisa Harald. Here is a side-by-side:
Currently, in my spare time, I am working on retopologizing her so I can give her proper texture maps and normal and bump maps as well!
Frog Model (ZBrush to Maya)
For this model, I started out sculpting in ZBrush to get the organic forms of a frog out. Then, I brought the form into Maya and did retopology to get the low-poly. I then simply used the low-poly model to add on the clothes.
I only had two weeks to implement the frog character for the game, so I spent about 5 days on modeling and rigging as I needed the second week for animation. Given more time, I would have added the clothing while inside ZBrush to get more detail on the cloth.
Dragons Low-poly Sculpt (Maya)
This project was done to learn the entire art pipeline for making a low poly Unity game. The task was to create a dragon model with two animations. The entire project was done in a week.
Creatures (Traditional Sculpt)
For this art installation of a museum of imaginary creatures derived from real-world flora and fauna, I traditionally sculpted some fictional artefacts of creatures.
The bones and fossils were done with Sculpey and papier-mache, while the preserved “insects” were created by folding and sculpting tea-stained paper.