Michael creates 3D characters, taking concepts from the initial sculpt all the way through to fully animated, game-ready models. This tree stump character can be seen as a collectible inside the Sprocket Spark game.
The character creation process is highlighted in the video below, beginning with sculpting in Nomad or ZBrush. Next, the model is retopoligized in 3DS Max, creating a lower-poly version for better performance in real-time applications. After that, the character is UV unwrapped and exported for texturing in Substance Painter. Next comes facial and skeletal rigging, which controls the character’s movements. Lastly, the character is animated, giving it fluid motions and expressions, ready for in-game use.