top of page
Shiny Shoe Showcase.png

While at ShinyShoe I was able to make some enemies and a Class Armor set.

They were all fun to work on with varying levels of complexity, I'll show off different characters as I progress through the pipeline to walk through how i created each one.

Blockout Biter.png

After being handed the concept and green light I'd start by taking the character concept into ZBrush and getting the general shape and proportion down. The only exception was for the armor suit character who had more geometric forms that would be easier to model in Maya.

Obelisk Refined Turnaround.png

After getting the go ahead on the blockout and proportions, I would go and refine the model. This would just be me trying to get the model under polycount and getting everything as close to the concept as possible. There were some situations where, having modeled the character as closely as possible, there would be some parts of the concept that didn't work well in 3D and I would go back and forth with the art team and discuss how to change what needed to be altered.

UV unwrap.png

The next step is to UV unwrap and pack the sheet. With this project we had very set and limited UV packing requirements. All the purple characters needed to be on one sheet.

Figment texture.png

The final phase was texturing. Using Substance Painter. The goal style-wise was something that looks like the texture was painted on with a brush. 

Husk.png
Obelisk.png
Biter.png
Figment.png
Sword and Shield.png

© 2022 by Mitchell Dixon. Proudly created with Wix.com

bottom of page