The following character pieces were constructed in Maya with some of the organic elements sculpted in ZBrush. All hard surface models, vehicles, props and character accessories were poly modeled with Maya. On occasion I’ve integrated TopoGun and Fusion 360 into the workflow.

Some of the pieces were purely for concept development and some for 3D printing.

 
 
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Experimenting with Fusion 360 for some complex tech forms.

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ZBrush maquette of the League of Legends character Annie and Tibbers done for Riot Games.

 
 
 

Hard-surface started with a ZBrush sketch then retopologized in TopoGun with the mesh finalized in Maya.

 
 
 
 
 
 
 
 
 
 

Some hard-surfaced props and vehicles modeled in Maya and taken to Keyshot for rendering

 
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More hard-surface modeling in Maya with some texture painting experiments

 
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