I started this character for a competition to make a character that looked most like it could fit in the upcoming Doom4. I chose to recreate the Archvile enemy, giving him a new look while still staying close to the classic silhouette and trademark fire-summoning. I had also never created a film/cinematic level character before, so I shot for a really high polycount game res version. He weighs in at about 113.5k triangles and uses two sets of 4k maps (diff/norm/spec/glow/SSS) not including the fire or floor maps. Scroll down to the bottom to see the character in a in-browser 3D model viewer!







This character was a prototype sculpt for the enemy Czervenian character in the upcoming game, "America's Army: Proving Grounds," a free-to-play first person shooter released by the Army as an outreach tool. We wanted a character similar in capability to the American soldier but visually different to reduce friendly fire incidents by our players, and I was responsbile for everything from concept and design to all the iterations, sculpts, final models, LoDs and textures. As a sculpt, I don't have an in-browser view for you.







I grew up watching the X-Files, so I thought a likeness sculpt of William B. Davis, aka "The Smoking Man" would be a fun challenge to capture that sinisterness.







As a means to prevent any idolization or celebrity-status bestowing, I will not name this man except that I saw this mugshot in the news, and to me it was a face of pure madness and insanity. Similar to the smoking man, I wanted to capture and depict that raw emotion in sculpt.















The main character in a side project I was working on with a couple programmers, I created this true-to-life Cold War era US Army soldier who would have been caught in the middle if the war had gone hot. All the gear and uniform is correct, from the now-defunct 8th Infantry division patch to the mismatched olive drab vest and "chocolate chip" desert camouflage (having been in the military reserves myself, we often had old and new camouflage types intermixed). I have also have this character in an in-browser view at the bottom of the page.











Inspired by a contest to create a costume for the Sackboy from "Little Big Planet," I created Sackboy in a Sheriff Woody costume from "Toy Story." The requirements by the contest had us limited to 2k triangles and one set of 512 textures. See the in-browser viewer at the bottom of the page.











Initially just a an armor prop statue in "America's Army 3.1," I treated this piece as a character from the start. It allowed me to alter the pose for the piece in seconds rather than days, allowing reuse all over the Stronghold map. In-browser viewer at the bottom.











This character was done as a test from a single piece of black/white concept art just after my graduation from Full Sail. The crutch and socket wrench were added, because I couldn't help but think of his as an old, grizzled, veteran-turned-mechanic. In-browser view at the bottom.











I wanted to create the everyman, the average blue-collared worker, dirty from a hard days work. He was the last character I made while at Full Sail. In-browser view at the bottom.











This was an experiment to try hard surface modeling in Zbrush instead of Maya. It's a very different mindset, but I enjoyed it and continue to try working hard surface in ZBrush.











These are some of the better props I made for the Czervenian soldier. The helmet, pouches, and vest were all done completely in ZBrush. The hard surface work in the helmet was tricky in ZBrush, but I eventually got it. However, the AK-47 was entirely hard surface and had to be precise, making Maya the better option.











Some of my work for the government side of our job at the Army Game Studio. This is an Mine-Resistant Ambush Protected All Terrain Vehicle (MRAP-ATV, or M-ATV). ...Can't really say much more about it haha. Sorry. No in-browser viewer for this one.





In-Browser Viewer Controls

F to reframe the character
 1 - Lit Render / 2 - Unlit Render / 3 - Normals / 4 - Wireframe Render / 5 - Wireframe Flat-shaded
 LMB - Orbit / MMW - Zoom / RMB - Pan
Click the Fullscreen button next to the Verold logo for a better view.