Content Art

Tooth Fakemon

I'm really proud of these models despite them not matching Virtreous Glassy's final designs, I really tried to push myself to make the low poly models as low poly as possible while keeping as much roundness and softness as possible.

I sculpted the high poly models in Nomad Sculpt, decimated them in Blender, cleaned up the low poly models and UV unwrapped them in CozyBlanket on my iPad before bringing them back into Blender to finish the UV layout.

My approach to texturing them was inspired by Pokémon Scarlett and Violet and they way they tried to make their models more realistic by utilizing normal maps and roughness maps to give them Pokémon some body texture without making them too realistic. Finally I chose to make the eyes into cards to make them easier to animate and then drew out the eye UVs in Procreate. I hope to upload the animation of the tooth fakemon soon to show off the various expressions!

The low poly models are 1.9k, 2.9k, and 5.1k tris respectively, baked down from high poly models using baking groups.

Original designs by Audrey / Vitreous Glassy
https://vitreousglassy.straw.page/

Stage 1 textures

Stage 2 textures

Stage 3 textures

Thompson M1A1 Submachine Gun

I based this model off of the M1A1 Service Variant that was standardized in October 1942. This model has many aesthetic and service differences from its previous models but some of the notable ones are the rear sight, the sights, selector switches, and the stock. The M1A1 also did away with the drum magazine compatibility which greatly sped up production and lowered cost throughout the war.
Creation Process: Inspired by historical photo references, each component of the Thompson M1A1 has been recreated with an unwavering commitment to accuracy. The model captures the essence of the 1942 M1A1 service variant.

Special care was taken to ensure historical accuracy, resulting in a model that would resonate with both history buffs and firearm enthusiasts. I collected tons of references from each of the service variants and got to compare and contrast how different elements of the weapon had been changed and adapted over the years of service.

The gun asset was baked and textured in Substance Painter at 2048 x 2048px and then rendered in Blender.

Stylized Forest Sword

Based on “Stylized forest swords” concept art by Maria Meijer on ArtStation.
I made the high poly sculpt in Nomad Sculpt, decimated it, and then finished making the low poly retopology in CozyBlanket. Baking and texturing were done in Substance Painter with maps exported at 2048 x 2048.
Lit and rendered in Blender, Unreal Engine, and Unity as a comparison of material representations.

“Stylized forest swords” by Maria Meijer for Swordtember 2022 prompt “leaf”