
A quick test using a new plugin in Unity (currently in preview/beta) for editing inverse kinematics in animations during Play mode.
The model used can be found in the Unity Asset Store.

I have been illustrating humanoid characters in different art styles, just to experiment with different styles and aesthetics.
The character designs shown are owned by me.
The art styles are inspired by these artists (left to right): Himukai Yuji, Haimura Kiyotaka, Mendako (Intelligent Systems).
Software used: Clip Studio Pro, Adobe Photoshop

I have been illustrating humanoid characters in different art styles, just to experiment with different styles and aesthetics.
The character designs shown are owned by me.
The art styles are inspired by these artists (left to right): Himukai Yuji, Haimura Kiyotaka, Mendako (Intelligent Systems).
Software used: Clip Studio Pro, Adobe Photoshop

For the GGJ I rigged, skinned and animated a hand model to be used like a grabbing tool for our game.
The hand was modeled by Kameron Stephens.

For the GGJ I rigged, skinned and animated a hand model to be used like a grabbing tool for our game.
The hand was modeled by Kameron Stephens.

This was done as a character design concept for Mallory Kessen, a friend of mine who is working with a team to make an indie title. The game is still in the concept and design phase and is still ongoing.

Prepping a model for animation. This is still in progress.
I created a new skeleton with IK constraints in Blender, and am currently weight painting the mesh.
Death Beetle sculpted by my super talented friend, Ian Anderson. Check out his awesome stuff!

Prepping a model for animation. This is still in progress.
I created a new skeleton with IK constraints in Blender, and am currently weight painting the mesh.
Death Beetle sculpted by my super talented friend, Ian Anderson. Check out his awesome stuff!








A quick test using a new plugin in Unity (currently in preview/beta) for editing inverse kinematics in animations during Play mode.
The model used can be found in the Unity Asset Store.
I have been illustrating humanoid characters in different art styles, just to experiment with different styles and aesthetics.
The character designs shown are owned by me.
The art styles are inspired by these artists (left to right): Himukai Yuji, Haimura Kiyotaka, Mendako (Intelligent Systems).
Software used: Clip Studio Pro, Adobe Photoshop
I have been illustrating humanoid characters in different art styles, just to experiment with different styles and aesthetics.
The character designs shown are owned by me.
The art styles are inspired by these artists (left to right): Himukai Yuji, Haimura Kiyotaka, Mendako (Intelligent Systems).
Software used: Clip Studio Pro, Adobe Photoshop
For the GGJ I rigged, skinned and animated a hand model to be used like a grabbing tool for our game.
The hand was modeled by Kameron Stephens.
For the GGJ I rigged, skinned and animated a hand model to be used like a grabbing tool for our game.
The hand was modeled by Kameron Stephens.
This was done as a character design concept for Mallory Kessen, a friend of mine who is working with a team to make an indie title. The game is still in the concept and design phase and is still ongoing.
Prepping a model for animation. This is still in progress.
I created a new skeleton with IK constraints in Blender, and am currently weight painting the mesh.
Death Beetle sculpted by my super talented friend, Ian Anderson. Check out his awesome stuff!
Prepping a model for animation. This is still in progress.
I created a new skeleton with IK constraints in Blender, and am currently weight painting the mesh.
Death Beetle sculpted by my super talented friend, Ian Anderson. Check out his awesome stuff!