I've been on a retro-kick lately. Here's a quick model, paint and animation of Tiki from the classic 80's NewZealand story video game from Taito.
I wanted to keep it simple and colorful and similar to the original. A little bit of AO, some details on his shoes, and a subtle feather-normal-map, but other than that he's pretty bright and vivid. There are some issues with the head/hair animation and baked occlusion map, but nothing I'm too unhappy with that's noticeable in a gameplay-context. Here's a look at some of the animations:
Modeled and animated in Max, UV'd in RizomUV, painted in Substance Painter. Original paint other than using the normal map from a Substance Source texture to get the subtle feather-effect. Mostly made to practice animation. I still suck, but slowly improving! I had a go at an idle, walk, run and jump/landing. The intent was to get his chubby weight across without going over the top, and also make sure things like his nose and hair reacted to movement. A bit difficult given the limited mobility in his limbs, but overall I'm relatively happy with it.
Here's how he looks controllable and running around in-engine:
I'm Blake and I like to tinker with things and make stuff. When I'm not programming or developing random systems, I'm playing with electronics, doodling bits of art, 3D modelling or sculpting and painting things or nerding out watching sci-fi or horror TV.
From 2001 I worked in the games industry, eventually specialising in tools to aid in the development of video games and their engines. In 2011 I left the industry and teamed up with a few other talented composers to utilise my knowledge to help build the company 'Spitfire Audio'.
I also periodically compose soundtracks for video-games and have worked on titles such as The Stanley Parable and Portal Knights. You've probably also heard my music in random TV commercials at some point.
Nowadays I tend to utilise Unreal Engine 5. I use a mixture of (mostly) C++ (Visual Studio 2019, Rider) and Blueprints.
I work with Autodesk's 3D Studio Max to generate the art required, and Adobe Photoshop or Paintshop Pro 6 for texturing. I also dabble with Allegorithmic's Substance Designer/Painter and Quixel Mixer for more realistic texturing work.
I tend to generate tools in Python, C++ or NodeJS depending on what's needed.
Audio-wise, I still use Cool Edit Pro and FL Studio to generate sounds and music respectively.