These are a collection of trophy icons that were made for one of our current games. They were modeled in Maya, textured in Substance Designer and rendered in Modo. These are the ingame icons, which are a subdivided version of the realtime assets that I created.
For the real time models, I also created a MattCap that would work with our games lighting conditions. In unity these models are using a Diffuse and Normal map as well
I recently finished a 3D Character on my spare time. I did it for Cubebrush’s ArtWar This model was made in about 10 weeks putting anywhere from 20-30hrs a week. The idea behind this image was a fantasy character. I ended up drawing out my concept first then started in Maya, then started on Zbrush, Mari, and Marvelous Designer, and eventually ended up in Modo for the render.
I used to play a lot of Mortal Kombat growing up. Still to this day it is my favorite fight game. I was always inspired by all of the art from that game. Once i finished the character and showed it to some of my friends, they would always comment on how he looked like he belonged in Mortal Kombat. Crazy how sometimes you do things almost subconsciously
What a journey it was to create this character, I learned so much and I can’t wait to do it again
You can see more renders on my Artstation Page
I love when i get to be involved in a feature from the very early concept to the fully finished product. For MyKonami I was tasked with creating the UX flow of the entire feature. Below is the final animatic that I delivered which showed the entire flow of the feature
Once the UX flow was approved, the concept artist came up with the look and feel of the Hopper and Horn. My task was then to take the concept model, surface, and render the 3D elements that would then get handed over to the production artist, which would comp it along with their 2D art. The image below shows my 3D model on top with the final comp that was done by our production artist.