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Rogue Company - Outsource Managed Outfits - 2022

I have been working as the Senior Character Art Outsource Manager at Hi-Rez, where I oversaw the creation of numerous outfits for the game Rogue Company. I provided guidance to outsource vendors and individual contract artists throughout the development process, giving feedback and making adjustments using Maya, Zbrush, and Substance Painter. After the outfits were approved, I further refined the textures in Substance Painter and integrated the models into Unreal, ensuring they looked great in-game.

This skin was fairly straight forward, but I really like how it came out. I tried to really get the most out of the few areas with asymmetrical uv's to make the design really pop.

This skin was fairly straight forward, but I really like how it came out. I tried to really get the most out of the few areas with asymmetrical uv's to make the design really pop.

This piece required a lot of extra work to get it within poly budget. The hair and fur alone was nearly the total tri count for the whole character, so it required some creative reduction techniques.

This piece required a lot of extra work to get it within poly budget. The hair and fur alone was nearly the total tri count for the whole character, so it required some creative reduction techniques.

I spent a lot of time refining the mesh, textures and materials on this guy. Really happy with how he turned out and the community seems to agree!

I spent a lot of time refining the mesh, textures and materials on this guy. Really happy with how he turned out and the community seems to agree!

Huge shout out to Antonio Cintron Rivera for rigging just about every skin I worked on at Hi-Rez! 
 https://www.antoniocintron.com/

Huge shout out to Antonio Cintron Rivera for rigging just about every skin I worked on at Hi-Rez!
https://www.antoniocintron.com/

For this piece I provided a base sculpt to demonstrate the flow and volume of the hair. After feedback, I adjusted the final groom and materials to get the best look possible while staying well under the poly limit.

For this piece I provided a base sculpt to demonstrate the flow and volume of the hair. After feedback, I adjusted the final groom and materials to get the best look possible while staying well under the poly limit.