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| RealTime Character |

Design for Story

In our ‘Character for Games’ class, we were tasked with producing our own original characters from a game we were to come up with. For mine, I imagined a young survivor in a world taken over by an alien force that was transforming the world and it’s creatures into monsters.

I took on this project with the goal of putting my best work into it. Out of all of my student projects I took this one the fartherest, and pushed for quality at every stage. Though I now know how to achieve a much better result, I am still proud of the work I did. 

Technical Aspects

The class was heavily focused on optimization, while preservingthe quality of our work. We were given a hard limit of 120k triangles, 2 UDIMS for the face and body, and 1 UDIM for hair textures. All textures had to be channel packed, and had a limit of 2k for Utility textures, and 4k for diffuse and normal maps.

All textures were hand painted. All topology was created by hand, and no basemesh was used. All renders were captures in Unreal Engine.