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(2020-2019) Character modeling for Far End prototype (console / Switch, Deep Space Studios)

3D models and concept art for Far End Chronicles demo (2020) at my own company, Deep Space Studios. I did character models (except lamp squid and small ghost) concept art, sculpting, topology, texturing, UDK material shaders (with assistance from Hans Zenjuga), hair baking and cloth physics settings and all in-game and singing animation, and also directed and coordinated the project. The graphics assets are optimized for Nintendo Switch; however, the demo is not running on Switch SDK / Hardware.

Far end demo video captured from UDK. Lighting by Hans Zenjuga. Environment models by Mikko Huovinen. Video editing by Jarno Elonen.

Lili (UDK) I did not create any specific lighting for this scene, this is simply to show that the character works in UDK.

Lili (UDK) I did not create any specific lighting for this scene, this is simply to show that the character works in UDK.

Lili (marmoset viewer) - please note that eye and hair does not work in marmoset like it does in UDK.

Textures for Lili. Baked in Xnormal and substance painter, further editing in Photoshop. Hair cards were baked from hires strands generated with Maya's Xgen, and they have depth and ID maps.

Textures for Lili. Baked in Xnormal and substance painter, further editing in Photoshop. Hair cards were baked from hires strands generated with Maya's Xgen, and they have depth and ID maps.

Lili - Zbrush sculpt. Ingame model processed through Topogun.

Lili - Zbrush sculpt. Ingame model processed through Topogun.

Some of the sculpts created for face morph targets. These were later processed through topogun. Facial animation was done with morph targets as it gives me more control.

Some of the sculpts created for face morph targets. These were later processed through topogun. Facial animation was done with morph targets as it gives me more control.

Lili - modeling reference drawings I created for myself. Since player was supposed to select custom clothing for the character, I had to design it with all the cloth layers.

Lili - modeling reference drawings I created for myself. Since player was supposed to select custom clothing for the character, I had to design it with all the cloth layers.

Furry Dragon (UDK). Additional fur physics by Hans Zenjuga.

Furry Dragon (Marmoset) - please note that the eye and hair shaders don't work as they work in UDK.

Furry Dragon (Maya)
-Target platform: Nintendo Switch
-110585 triangles / 114463 vertices
-Joints for ears, eyes and mouth
-Facial animation driven by morph 
targets
-Runs realtime in Unreal Engine
-Custom rig for animation

Furry Dragon (Maya)
-Target platform: Nintendo Switch
-110585 triangles / 114463 vertices
-Joints for ears, eyes and mouth
-Facial animation driven by morph
targets
-Runs realtime in Unreal Engine
-Custom rig for animation

-Multiple layers of fur cards created
with Hairstrip creator plug-in.
-Cards manipulated to enable 
realistic fur shader.

-Multiple layers of fur cards created
with Hairstrip creator plug-in.
-Cards manipulated to enable
realistic fur shader.

Dragon and Lili (UDK). Promo image, not game screenshot. Lighting and setup by Hans Zenjuga.

Dragon and Lili (UDK). Promo image, not game screenshot. Lighting and setup by Hans Zenjuga.