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3D modelling · shaders

3D & technical art

A 3D character taken from concept art to Unreal Engine, game environments, scanned props and real-time shaders.

Modelling
Blender, ZBrush, Maya
Cloth
Marvelous Designer
Texturing
Substance Painter
Engines
Unity (Shader Graph), Unreal
Gardens of Aureole: a stylised purple 3D garden with stone ruins

Emilia, from 2D to 3D

Making a 3D Emilia from Re:Zero was not easy. My process:

  1. Start from 2D concept art.
  2. Simulate the clothing folds and physics in Marvelous Designer.
  3. Sculpt the body and clothes in ZBrush.
  4. Retopologise the model to under 50k triangles in Blender.
  5. Texture it in an anime style in Substance Painter.
  6. Rig and pose the skeleton in Blender.
  7. Set up the lighting and scene in Unreal Engine.
3D render of Emilia mid-stride in a white dress on a checkered floor
3D render of Emilia sitting on a checkered floor

Technical art showreel

Shaders and effects, made mostly with Unity Shader Graph, including the 3D units and tiles I modelled for Wandering Babylon, a strategy card game.

Environments and props

Poly-modelled and scanned (photogrammetry) objects from other projects, retopologised for games.

Pink and orange lit stone ruins
Grey untextured model of a small chapel
Photogrammetry scan of a fallen log in a Blender viewport
Retopologised log model with baked texture