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3D Characters

Here are screenshots of some of the characters/renders I've done. For characters that have been in films, I'll include a render/composite from the film as well as shots of the wireframe/mesh. Sculpts that are in progress, practice, or haven't been used yet will simply be shown with the default shader.

Snail concept done in ZBrush. Original concept by Lloyd Hoshide (2020).

Snail concept done in ZBrush. Original concept by Lloyd Hoshide (2020).

Snail concept done in ZBrush -- Linked from Sketchfab. Original concept by Lloyd Hoshide (2020).

Hedgehog head sculpt done in Forger on an iPad in 4-5 hours.  Original concept by Lloyd Hoshide (2020).

Hedgehog head sculpt done in Forger on an iPad in 4-5 hours. Original concept by Lloyd Hoshide (2020).

Hedgehog Character Bust done in Forger -- Linked from Sketchfab. Original concept by Lloyd Hoshide (2020).

Candle Homonculus sculpt in ZBrush Core Mini. Original concept by Lloyd Hoshide (2020).

Candle Homonculus sculpt in ZBrush Core Mini. Original concept by Lloyd Hoshide (2020).

Candle Homonculus concept done in ZBrush -- Linked from Sketchfab. Original concept by Lloyd Hoshide (2020).

Bust speed sculpt - 2.5 hours. Mudbox (2016)

Bust speed sculpt - 2.5 hours. Mudbox (2016)

Mountain giant upper body. Mudbox (2016)

Mountain giant upper body. Mudbox (2016)

Leggy robot for the short film "Production Line", modeled and posed in Maya based off of a 2D concept. (2017)

Leggy robot for the short film "Production Line", modeled and posed in Maya based off of a 2D concept. (2017)

Leggy Robot model done in Maya. Original concept by Margaret Bialis (2017).

Additional robot concepts for the short film, "Production Line".  All modeled in Maya. (2017)

Additional robot concepts for the short film, "Production Line". All modeled in Maya. (2017)

Blockhead concept for the short film "Car Ride". Modeled, rigged, and animated in Maya.  Rendered in Arnold. (2017)

Blockhead concept for the short film "Car Ride". Modeled, rigged, and animated in Maya. Rendered in Arnold. (2017)

Shark model for game project "Red Tide", UV'd and rigged in Maya, textured in Substance Painter. (2019)

Shark model for game project "Red Tide", UV'd and rigged in Maya, textured in Substance Painter. (2019)