Vision:
Creating characters in a cohesive mushroom universe in 3 weeks. Contributing to a team project focusing on communication, teamwork and deadlines.
Main Roles:
3d Character Artist: Modelling, Sculpting, Retypologizing & Texturing.
Character Concept Artist: Finding concepts for the characters in collaboration with the art director. Focusing on developing charactors with moods and personality that supports the theme and storyline of the game. 
​​​​​​​Team:
Lucas Olivera: Sound & Creative Director 
Niek Meffert: Producer & Art Director
Matt Rasmussen: Lighting & Technical Artist 
Kaspar Dahl: 3D Character Artist, Character Concept Artist
Sabrina Christiansen: 3D Environmental Artist
Natasha Beck: Concept Artist
Main Character
The main vibe I wanted the character to have was likeable and goofy.
Concerning the textures I focused on surface imperfections and organic variations to ground him in a world of dirt and biology. The colours were decided by the art director.​​​​​​​
Process screenshots:
Base mesh
Base mesh
Sculpting - work in progress
Sculpting - work in progress
High poly sculpt
High poly sculpt
Final geomatry - about 6000 polys
Final geomatry - about 6000 polys
front view - textured
front view - textured
Side view - textured
Side view - textured
3/4 view - textured
3/4 view - textured
Texture closeup - Cetails
Texture closeup - Cetails
Texture closeup - above.
Texture closeup - above.
Enemy character
The keyword here was Intimidating. This character is more than twice as big as the main character, it has glowing eyes. The colors green and purple are contrast colors to the main character. 
I also darkened its colors to emphasize the contrast of a light main character and a dark enemy.
Process screenshots:
Finished geometry - 20.000 polys
Finished geometry - 20.000 polys
Base model
Base model
Sculpt
Sculpt
Sculpt close up
Sculpt close up
Texture
Texture
Texture
Texture
Lamp character
This was a character we thought of as a lamp to light up the streets of the mushroom city. 

I made two materials. One with an emissive texture and one without, so it could visually have both an on and an off state. 

Process screenshots:
Final wireframe - aporx 8.000 polys.
Final wireframe - aporx 8.000 polys.
Base mesh.
Base mesh.
Front view - High poly sculpt
Front view - High poly sculpt
Side view - High poly sculpt
Side view - High poly sculpt
Front view - Base texture
Front view - Base texture
Front view - Emissive texture
Front view - Emissive texture
3/4 Front view - Emissive texture
3/4 Front view - Emissive texture
Close up - Texture details
Close up - Texture details
Worker
I thought it would be fun to play with what a worker looks like, so I decided on a silhouette that wasn't tough or masculine. I also used a subtle pink on its body, to play along with this idea. 
Process screenshots:
Final geometry - about 6000 polys.
Final geometry - about 6000 polys.
Base model.
Base model.
High poly sculpt.
High poly sculpt.
Textures.
Textures.
Side view.
Side view.
3/4 back view.
3/4 back view.
3/4 front view.
3/4 front view.