Character
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Arthur Shelby- Fan Art
A personal project exploring realtime character creation and stylised likeness, based on the iconic Peaky Blinders. Done in Zbrush, Unreal Engine, Houdini and Substance Painter. Inside the Engine The character inside Unreal Engine working in real-time. Texturing A Timelapse video of how the texture progressed through. Texture Channels: Base Color, Roughness and Normal Map. Inside
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Victorian Sorceress
Realtime 3d character of a Victorian sorceress. I was responsible for design, modeling, texturing and rendering. Render in the default pose- front view Model Texture Different texture channels: Diffuse, Roughness, Normal and Metalness Texturing substance painter Setup Setup in Houdini allowed for iterative development, where models would be imported easily from Zbrush, applied correct UV,
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Creature Works
Screenshot of various realtime characters and their variants
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Churpi
I was fortunate enough to create the character, various props and environment assets for this show. The assets were modeled in Houdini and Zbrush. The textures were done in Mari. The Ant During the look dev stage Character Topology and UV Cart Other Props It was also fun creating these musical instruments and hat for
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Hongshi
I was responsible for creating various character and environment assets for Qurien Animation. We were aiming for a stylised low poly feel for the animation. Overall, it was a very fun experience with a lot of creative and technical exploration. Golem Screenshot of the character inside Zbrush Wizard Texturing in Substance Painter The Monument I





