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                  My work at

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2020 - 2023

Mage - Grim Reaper Armor Set
I utilized a comprehensive workflow to bring the character to life, starting with modeling in Blender, followed by the creation of textures using Substance Painter. Subsequently, I performed the rigging process in Maya. Finally, I conducted the character's rendering in KeyShot, producing both helmeted and non-helmeted versions.
Mage - Er'el Armor Set (Recolor)
The Er'el Mage Armor Set involved Substance Painter to retexture the Grim Reaper Set, accompanied by the development of new High Definition Render Pipeline (HDRP) materials within Unity. This transformation has effectively breathed new life into the existing Grim Reaper Armor Set, resulting in the distinct appearance of the Er'el Mage Armor Set.
Mage - Default Armor Set
The creation process for the default mage armor set and its various attachments was an intricate endeavor. Initially, I employed ZBrush to meticulously sculpt the new character design, followed by utilizing Blender to craft the low-poly version. As we anticipate Nanite support for skeletal meshes in the near future, no additional Level of Detail (LOD) meshes were generated. Subsequently, Maya was employed to execute weight painting and seamlessly integrate the character with the skeleton. The final phase involved the development of materials within the Unreal Engine, where the culmination of these efforts was rendered to achieve the desired result.
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