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I designed this model for use in a large scale game environment with lots of duplicate and similar creature models, I made sure to keep the polycount under 3,000 polygons and ensured that the texture size was 1024, while still looking as good as possible. I also rigged and animated this model to further increase my knowledge of the creature rigging and animation pipeline for real-time creatures. As a whole I had a lot of fun with this model and plan do use in an environment. This is one of my all-time fa...

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I designed this model for use in a large scale game environment with lots of duplicate and similar creature models, I made sure to keep the polycount under 3,000 polygons and ensured that the texture size was 1024, while still looking as good as possible. I also rigged and animated this model to further increase my knowledge of the creature rigging and animation pipeline for real-time creatures. As a whole I had a lot of fun with this model and plan do use in an environment. This is one of my all-time fa...
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1 dragon making of
2 3d work
3 2d work
4 about me
5 projects
6 sungardens
7 tutorials
8 3d view gallery
9 stag viewer
10 dragonhead viewer
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dragon making of,3d work,2d work,about me,projects,sungardens,tutorials,3d view gallery,stag viewer,dragonhead viewer,assault platform viewer,ar viewer,together viewer,worm viewer,princess viewer,enviro viewer,stag,headphone,dragon head,assault platform
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Home | michaelhindley.com Reviews

https://michaelhindley.com

I designed this model for use in a large scale game environment with lots of duplicate and similar creature models, I made sure to keep the polycount under 3,000 polygons and ensured that the texture size was 1024, while still looking as good as possible. I also rigged and animated this model to further increase my knowledge of the creature rigging and animation pipeline for real-time creatures. As a whole I had a lot of fun with this model and plan do use in an environment. This is one of my all-time fa...

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I designed this model for use in a large scale game environment with lots of duplicate and similar creature models, I made sure to keep the polycount under 3,000 polygons and ensured that the texture size was 1024, while still looking as good as possible. I also rigged and animated this model to further increase my knowledge of the creature rigging and animation pipeline for real-time creatures. As a whole I had a lot of fun with this model and plan do use in an environment. This is one of my all-time fa...

3

3D Work

http://www.michaelhindley.com/3d%20work.html

Sungardens, 9 days. Dragon head, 4 days. Assault Platform, 3 days. Monster head sculpt, Zbrush, 4 hours. Eagle Bust sculpt, Zbrush, 3 hours. High res game environment, 2 days. Monster head sculpt, Zbrush, 4 hours. Remake of the assault rifle form the Halo franchise, PBR, 1K texture, 2K polygons. Pokemon sculpt, Zbrush, 5 hours. FPS game enviroment, Unity 5, 2 days. High res character face, 4 days. High res game monster, 1 day. Head bust, Zbrush, 5 hours. Game weapon, 6 hours.

4

About me

http://www.michaelhindley.com/about%20me.html

Welcome to my Website, my name is Michael Hindley, I am a passionate 3D artist I thoroughly enjoy working on any CG project, especially anything related to games development and 3D model making. I have almost 5 years’ experience making 3D art and I'm still excited to learn more. I love talking about and sharing ideas about what is my passion! I am proficient at the following programs. Moblie Phone contact: 07453 276809. BSC Games Development 2:1.

5

Tutorials

http://www.michaelhindley.com/tutorials.html

Spaceman Helmet tutorial, Maya,Zbrush,Xnormal,Photoshop,Marmoset Toolbag. Brief run through of the texturing of a game assets using maps extracted from a high poly model. Suitcase, Unity 5 Game asset, DDO, NDO, Zbrush,Xnormal,Maya,Photoshop, Unity 5. Textuering of a very low poly game asset using the quixel suite and setting it up in Unity.

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I designed this model for use in a large scale game environment with lots of duplicate and similar creature models, I made sure to keep the polycount under 3,000 polygons and ensured that the texture size was 1024, while still looking as good as possible. I also rigged and animated this model to further increase my knowledge of the creature rigging and animation pipeline for real-time creatures. As a whole I had a lot of fun with this model and plan do use in an environment. This is one of my all-time fa...

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