The best thing about working on my personal characters for me is that there are no limitations when it comes to polycount or texture size.
I use that opportunity to test, explore, and try new approaches to create the next remarkable portfolio piece.
IT'S ALL ABOUT PERSONAL WORK
My take on a redesign of the character from Mu online (2001) called Hommerd. The goal was to achieve the quality close to new God of War franchise. And at the same time make it optimized. There are no 4K textures and some parts on UV's are overlapped.
HOMMERD
The main goal was to make him look more with nowadays standards of graphics, polycount and texture resolution. It was really fun and hard to work on him. I tend not to have any deadlines for my personal projects. I really would like to spend some time thinking about how can I make "This" part better. That's why I redid the beard 3 times from scratch for example.

I decided to use Unreal engine for my renders since it's very flexible and gives a lot of control about... everything!

MMO knight. Found out that marmoset render is very fun to play especially with the lightning. Used Mixamo for basic rig,skin and poses.
MMO KNIGHT
INSECT QUEEN
I've been practicing organic characters more. I made an extra fly so that character wouldn't feel so lonely. I wanted to give her more personality, so I did a few poses. She's supposed to be pretty badass and the one you don't want to mess around with. Like a head hunter or a maybe Queen of insects?

The main inspiration was D'vorah from MK and Superior Spiderman (the one with additional spider arms).
I have been inspired by Metro Exodus. My goal was to recreate a character from a game, from the base body, face, and hair to clothing and textures, with a gamedev topology that could be animated and used in production.

It took me around 10 months to finish this all. I decided to give myself time and think about how I could make it better. I have been working on holidays and after work, but I have also had time off for a week or two a few times.
ANYA
GHOST COWBOY
I aimed to learn a bit of VFX with this character by doing flames on his head. Learn more about unreal shaders for his body. To give that interesting emissive, opacity effect. And dive more into rigging and skinning. Unfortunately, while doing my own rig, I stumbled upon many problems. So, I decided to use Mixamo rig instead.

Luckily I learned more about skinning and, because of that, managed to fix some skinning issues after Mixamo. The job on flames was interesting since I was experimenting and trying to find the right way to achieve that smooth, stylized effect. In the beginning, the flames were very cool and cartoonish, but I couldn't figure out how to wrap them around the head.

This is where I went to ask for feedback from one of my ex-co-workers. We talked for a few hours, and he suggested trying FluidNinja VFX Tools. When I saw the tool's result, I decided to use it on my character. And now you can see the final result.
Thanks to my co-workers for all the help that they provided -

  • Conny Bengtsson
  • Eva Schramm
  • Denis Shafikov
My entry to a chibi/mini robot contest.

This is based on the concept of a Shatter transformer. The concept only had a 3/4 view, so I had to design the back myself. I changed the color scheme, so now it has more colors and glowing parts.
SHATTER

Clash Royal - P.E.K.K.A.

Clash Royale is a really addictive game with awesome characters.
One of them is P.E.K.K.A. He is very brutal and has pink horns. How cool is that? This is my attempt at creating him.
Made this statue for selling purposes. Also discovering The World of Anime.
ANIME STATUE