Character Modeling Demo Reel 2017

 

Oh The Things I'll Make...

Ever since I was little, creating characters is something I have always wanted to do - at a young age what that meant wasn't always so clear. As it turns out, it's pretty darn hard to nail. From flash to Unity, I have been bringing my characters to life for years now. 3DS Max, ZBrush and Photoshop are the main tools I use to create my 3D friends. If I haven't made anything character related recently, assume I'm dead.

 

2017 was a great year for me. I have been in school majoring in Animation with a minor in Game Design, my two passions shining through character creation. While also running an Indie Team in my personal time, I have been able to make many original character models while refining my personal pipeline. At this point I am still mostly self-taught, but am picking up any skills I can from all sources online and offline.

 
pipeline.jpg

Personal Pipeline

Maya or 3DS Max are always my starting and ending point for editing my creations. ZBrush pushes the limits on detailing out the high poly sculpts, XNormal relates that detail into texture baking, giving me normal maps, false ambient light, etc. Photoshop allows me to apply color gradients and then of course, Unity ties my assets together.