| |
To view information and more or bigger images click on the small +
under each double page.
Click here to
get to my blog.
[+]
| L |
The Varlach:
This model was made for the Dominance War III.
It placed 13th of 1680 participants.
8997 tris - all
2048x2048 texture (alpha, diffuse, normalmap, specular, gloss)
all
"the Varlach" pictures
|
R+L |
DarFly:
This model was made for the 2nd Dominance War.
It placed 9th from 664 participants.
5302 tris - body
884 tris - gun
2048x2048 texture (alpha, diffuse, normalmap, specular, gloss,
glow)
all
"DarFly" pictures
|
[+]
| L |
The "Varlach" character
ran through several design stages.
The different concept steps leading to the final base design
from where the first modeling process starts.
all
"the Varlach" pictures
|
R |
At the bottom you can see on of the various concept sheets.
Even if the head looks quite simple, many different versions
where drawn first, to nail the wanted look.
The image on the right shows two different head versions worked
out in ZBrush.
The big image shows the lowpoly with applied normalmap and
baked AO.
|
[+]
| L |
Designing the wings and the head
of the "DarFly" character.
all
"DarFly" pictures
|
R |
Zomby soldier
1314 tris - body | 256x512 diffuse texture
| 196 tris - helmet | 128x128 diffuse texture
Alien Jedi
1472 tris | 512x512 diffuse texture
Power suite
680 tris |512x512 diffuse texture
Battlemechs
The picture is an in-game screenshot from Mechcommander 2, where I'm using them as custom models.
The mechs below are animated and designed by me.
1274 tris | 128x128 diffuse texture | animation
length: 30 frames - 25fps

1048 tris | 128x128 diffuse texture | animation
length: 30 frames - 25fps

|
[+]
| L |
VOX:
I've created this model because I wanted to work on some human
proportions, after all these creatures for the DominaceWars.
Also I wanted to create a character who's carrying a lot of
equipment.
So I could experiment with different texture techniques to
create the look of the different Materials. I'malso using
my own shader here.
11114 tris - all
1024x1024 body texture (diffuse, normalmap, specular, gloss)
1024x1024 props texture (alpha, diffuse, normalmap, specular,
gloss)
all
"VOX" pictures
|
R |
With the "VOX" character I've
tried the "down-shrinking" of a normalmapped model
to a lower polycount and reduced texture size.
This model uses only 3846 triangles for everything and a 512x512
diffuse texture - compared to the 11114 tris and 1024x2048
texture of the normalmapped version.
|
[+]
| L |
Wires of the normalmapped and
the diffuse map only model
all
"VOX" pictures
|
R |
The finished highpoly Model of
the "VOX" character.
The lower left image shows the baked normal map with AO and
simple colours.
|
[+]
| L |
The "VOX" character
was converted to a "very lowpoly" version.
Also the Textures where baked down to a smaller texture with
some uv adjustments.
The lowerpicture row shows the workflow from the first bake
to the final texture.
all
"VOX" pictures
|
R |
Sketches where used to get a general
idea of the model and the paint over concept helps to define
all the tiny details while modeling the base mesh.
|
[+]
| L+R |
Tak:
This model was some kind of a test for mixing several clichés
into one character.
He should look familiar but also unique.
Mixing clichés is a very useful technique for this
purpose.
all
"Tak" pictures |
L+R |
I'm using here my custom made
"toon" and fur shader, both build with shaderFX.
You can find the shader on my page here.
13402 tris - all
1024x1024 body texture (diffuse, normalmap, specular, gloss)
1024x1024 props texture (diffuse, normalmap, specular, gloss)
512x512 props2 texture (alpha, diffuse, normalmap, specular,
gloss)
|
[+]
| L |
Different production images from
the "Tak" Character.
all
"Tak" pictures
|
R |
The wireframe shot.
Note: The fur ist generated by a fur shader. That's why you
can't see the wires there.
|
[+]
| L |
This environment practice is based
on a concept of an public art test, provided by Splash Damage.
all
pictures
all
Environments |
R |
This model is my personal custom
model for Team Fortress 2.
It's completely functional in-game and ready for online playing.
5874 tris - all
textures: 1024x1024 (body) + 1024x512 (gear) / diffuse (50%
smaller: specular-, exponent- and normalmap )
|
[+]
| L |
Here are a bunch of lowres models
I did for various games as custom models for myself. |
R |
My first model I created to plug
into Fallout3, a really great game. Concept was thumb sketching.
The character is a cyborg who was once a normal human but
got injured by radiation. A vaults medlab was able to recreate
him. |
[+]
| L |
Zbrush shots from the highpoly model.
all
"etID" pictures |
R |
3ds max screengrab and on the
right an ingame shot of the model.
9918 tris - all
1024x1024 texture (diffuse, normalmap, specular) |
[+]
| L |
This is my 2nd Fallout3 custom
model. Here I've tried to match the style of the game and
design a retro scifi suit. I call this group of scientist
"New America" because they try to reestablish America
based on their scientific research.
The basemesh was done in max.
all
"F3B" pictures |
R |
Highpoly - shot from Zbrush |
[+]
| L |
Screengrab of the lowpoly with
textures in max 2010.
all
"F3B" pictures |
R |
7476 tris - all
1024x1024 texture (diffuse, normalmap, specular) |
|
|