Wiremesh of the face. Spines are not attatched to the face, but are instead normal-blended into the body. Additionally, eyes are not traditional spheres, but use drivers to move around

Final “display” pose, referenced off of official art I was sent for reference of the character

Looping 360 Turnaround of the finished model

A work-in-progress screenshot sent to the indivisual who commissioned me. Displays the model without the fins made yet

Raiko- Darkstalkers Character Coummission

A character made for a commission, originally from Darkstalkers. I was sent two images of the character for reference, both looking very different in terms of style and build, so I attempted to reflect both designs for my final rendition. The model was requested to be high-poly, so I afforded myself more of a polygon budget for things like curves used for the fins.

  • 66,940 tris (33876 Polys)

  • Stylized material node setup that reacts in real-time to light changes and includes normal maps

  • Normal blending

Side-view and wireframe. The basemesh was actually reused from Adrea, which can be found on my 3D Modeling tab. Reusing basemeshes in this manner makes the modeling process much faster than it would be otherwise, especially for commissions.

The topology sketch created for the model, featuring the other reference I was sent. I attempted to keep the design “wavy” in a sense, with a lot of pushing the proportions to attempt to keep the design buff-yet-slim, as per request of the person who commissioned me.