CHARACTERS
The Ghost Project
Papa Emeritus 4
I am a huge fan of the band Ghost and I wanted to make a piece of my favorite Papa before he is replaced by a new one, and I wanted to do more practice in Xgen. I used a base mesh I modified in Maya to have better finger, elbow, and knee movement from Riijano on Cgtrader. In Maya I made the base meshes for all the clothing using the quad draw tool, created the UVs, hair, and renders. I used Zbrush to sculpt all the anatomy, skin textures, folds on the clothing, and all the detail work on the models. I made all of the embroidery bases in photoshop, exported them into Substance 3d sampler where I made the thread textures, and placed them in Substance Painter where the rest of the textures and baking were made.
Textures: 4096
Low Poly 130,604 polys
Markiplier Yancy
This character was created in 2022 to practice realistic facial sculpting and anatomy. I am a big fan of Markiplier and his many fun characters, so I thought who better to sculpt than my favorite of his characters Yancy. This was the first project I used Xgen hair for, and after a ton of trial and error, I got a finished product, I am proud of.
I used a base mesh I modified in Maya to have better finger, elbow, and knee movement from Riijano on Cgtrader. I used Zbrush to sculpt all the anatomy, skin textures, folds on the clothing, and all the detail work on the models. In Maya I made the base meshes for all the clothing using the quad draw tool, created the UVs, hair, and renders. All of the Tattoos were made in Photoshop then imported into Substance painter where they were placed, and the rest of the textures were made.
Textures: 4096
Low Poly 132,653 polys
Pyramid Head
I am a major fan of silent hill, especially Pyramid head who has one of the best designs in horror history. He was made in 2022 because I fell in love with a $600 statue that I thought I could recreate and make for far less and have a cool work for my portfolio.
Using a Base mesh I made in Maya for an older project I modified the anatomy in Zbrush to give him some extra bulk to carry around that big sword of his. In Maya I modeled his head and clothing, UVd them, and then exported them into ZBrush to add wrinkles, weathering, and texture. Once his high poly and low poly meshes were finished he was baked and textured in substance painter, posed in Zbrush, and rendered in unreal 5.