Concept, Texturing, and Look Development
 Two first-pass character designs for an upcoming personal project. |  Harvey Swick from "The Thief of Always" book trailer.Texture, Lookdev, and Comp
I modeled Harvey and the monster head and came up with the color designs for both. I textured Harvey and the talented Arryn Mosely textured the head based on a cooperative design.
I also lit, rendered and composited this shot as well. scene. This was an amazingly fun project to work on. |  From "The Thief of Always" book trailer. Normal maps baked out in ZBrush and textures painted in photoshop. Developed shaders in Maya and rendered in Vray. |
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 A full-body render of the Harvey character in neutral light used for lookdev. |  A neutral-lit closeup of the Harvey character used for lookdev. |  An alternate makeup for the Harvey Swick character from "The Thief of Always" Book Trailer.
The vampire makeup was a lot of fun mainly because we didn't really have any concept art outside the original illustration from the book, so our director let me "have at it." I drew most of the inspiration from the vampires in "The Lost Boys" and "Underworld" |
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 In the process of creating the characters from "The Thief of Always" we went through several late-stage design changes, which I helped with. This was a reference sheet I compiled as part of a pitch to the director.
On the bottom left, you can see a lineup of various color schemes for Harvey, the far left being the original by Ryan Feltman, and the right three done by me. |  Picked up Rictus's textures from another artist due to a time crunch and minor design issue. I created a new color design for the character and completely re-did the color maps for the face, eyebrows, eyes, and clothes. The normal maps and sculptural detail was done by Amaya Ayers and the model and rig was done by Sean Goggin.
Such a great character though I'm sio happy I had a chance to work on him. |  Another late design change I made pallet swaps for. The original by Ryan Feltman is on the right and my two alternate versions on the left. |
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 A basic exercise in creating various shaders in Maya. |  Final character concept |  Original character concept for Ophelia |
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 These models were the winning entry of a contest held by Christian "Patch" Patchell of Monster Mondays Comics.
The objective was to create low poly versions of two of the Patchkey Kids in under 500 tris, then UV and texture them using only the default Modo shader and Photoshop. |  These models were the winning entry of a contest held by Christian "Patch" Patchell of Monster Mondays Comics.
The objective was to create low poly versions of two of the Patchkey Kids in under 500 tris, then UV and texture them using only the default Modo shader and Photoshop. |  Some very early concept work for gameovercomic.com |
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