D I V I D E

This is a collection of some of the characters I created for my latest project. Most of the modeling work was done in Zbrush, with retopology/UV’s in 3dCoat, then bringing everything together for export and baking out of 3DS Max. Baking was done in Xnormal.

These are some of the hard surface models I created, using the same process described above. Dynamesh and inserting/subtracting meshes made for quite a speedy process.

Old animation reel

Some work from Supreme Commander and Shadow Ops: Red Mercury