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Mobile NFT Pets for "Mogaland"

The Company wanted me to make 3d characters out of their 2d designs.
I did the whole 3d pipeline:
- 3d modeling
- 3d texturing (handpainted)
- rigging
- animation

Final Cellshading Shader test in Unity with idle Animation

Final Cellshading Shader test in Unity with idle Animation

Final Cellshading Shader test in Unity

Final Cellshading Shader test in Unity

Final handpainted Texture Test in Maya with Animation

Final handpainted Texture Test in Maya with Animation

Final handpainted Texture Test in Maya with Animation

Final handpainted Texture Test in Maya with Animation

Final handpainted Texture Test in Maya with Animation

Final handpainted Texture Test in Maya with Animation

Final handpainted Texture Test in Maya with Animation

Final handpainted Texture Test in Maya with Animation

Final handpainted Texture Test in Maya with Animation

Final handpainted Texture Test in Maya with Animation

Basecolor Texture Painting with AO

Basecolor Texture Painting with AO

WIP Basecolor Texture Painting in 3D Coat

WIP Basecolor Texture Painting in 3D Coat

Early Texture with Idle Animation

Early Texture with Idle Animation

All Mesh parts selected with all UV Shells stacked

All Mesh parts selected with all UV Shells stacked

Stacked UV Shells for all Mesh Attachements (Charactereditor)

Stacked UV Shells for all Mesh Attachements (Charactereditor)

Early Texture Tests

Early Texture Tests

Early Prototype Texture

Early Prototype Texture

Rig Pose Testing

Rig Pose Testing

Smothing normals from mesh cutting areas

Smothing normals from mesh cutting areas

Eyelid closing Test (Jointbased Eyelid Rig)

Eyelid closing Test (Jointbased Eyelid Rig)

Joint Rig Pose Test

Joint Rig Pose Test

Rig Test with ear Rig Setup for different Type of ears

Rig Test with ear Rig Setup for different Type of ears

Rig Controller Posing Test

Rig Controller Posing Test

Rig Posing Test

Rig Posing Test

Rig Posing Test

Rig Posing Test

Final Rig Controler

Final Rig Controler

Rig Structure

Rig Structure

Early joint position planning

Early joint position planning

Defining cutting areas for switchable Mesh regions (Charactereditor)

Defining cutting areas for switchable Mesh regions (Charactereditor)

Different eartypes

Different eartypes

Early Tests with Color Regions and Materials

Early Tests with Color Regions and Materials

Base mesh with cutting areas marked

Base mesh with cutting areas marked

Design improvements comparison

Design improvements comparison

Style improvements from early prototype mesh to final version

Style improvements from early prototype mesh to final version