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CRIME BOSS: Rockay City

I worked on this game for a year and a half as a lead character artist in 2019 - 2020. Half a year we were making a prototype into which I made several outfits for civillians. After the prototype we started collaborate with several outsource studios and individuals.

From this point my work mainly consisted of assigning work to others, giving feedback and occasionally correcting their work. I was also responsible for maintaining 3dsmax mesh scenes for all characters (except for SWATs), so that everything is correctly set and named. We had several body types and clothes had to be combined with each other in layers. So there were also a lot of adjustments to the existing clothes.

After that I left Ingame studios (rebranded BadFly Interactive) and later as a freelancer I made "Prisoners" characters for this game.

Here you can see these prisoners and few more examples. I don't use Marvelous, all sculpts were made entirely in ZBrush based on photo references. I only did the necessary details in high poly meshes. I left the details that were easier to add in the texturing phase to our texture artist. Thanks for reading such a long description :)

"Latino heads" - high poly
Average/Athletic/Fat body types. These heads meant to be prisoners but were used for some civillians too. Hair, beards, eyebrows and eyelashes were added only for low poly heads, no need to made them unique.

"Latino heads" - high poly
Average/Athletic/Fat body types. These heads meant to be prisoners but were used for some civillians too. Hair, beards, eyebrows and eyelashes were added only for low poly heads, no need to made them unique.

"White heads" - high poly

"White heads" - high poly

"Afroamerican heads" - high poly

"Afroamerican heads" - high poly

Prisoner's clothes with a collar and head cover - high poly.

Prisoner's clothes with a collar and head cover - high poly.

Prisoner pants - high poly

Prisoner pants - high poly

2nd prisoner's clothes - Athletic body type - high poly. For average body type I just adjusted low poly meshes and used the same textures.

2nd prisoner's clothes - Athletic body type - high poly. For average body type I just adjusted low poly meshes and used the same textures.

2nd prisoner's clothes - Fat body type - high poly. Few changes in folds were needed for this version,  also to maintain stitches not stretched so I made changes in high poly too.

2nd prisoner's clothes - Fat body type - high poly. Few changes in folds were needed for this version, also to maintain stitches not stretched so I made changes in high poly too.

2nd prisoner's pants - high poly

2nd prisoner's pants - high poly

2nd prisoner's shoes - high poly

2nd prisoner's shoes - high poly

High poly draft (without high frequency skin details) body for Ropes - unique character, former boxer. We chose a body of Tommy Morrison from 90ies as a reference.

High poly draft (without high frequency skin details) body for Ropes - unique character, former boxer. We chose a body of Tommy Morrison from 90ies as a reference.

High poly female buxom body type. I just adjusted sexy body type which was made by another artist and made this one.

High poly female buxom body type. I just adjusted sexy body type which was made by another artist and made this one.

Low poly jacket with normal maps and AO. I made this in preproduction phase. Inspired by the red jacket of Brad Pitt from Fightclub movie.
All details are only those from high poly meshes, more details were added later by our texture artist.

Low poly jacket with normal maps and AO. I made this in preproduction phase. Inspired by the red jacket of Brad Pitt from Fightclub movie.
All details are only those from high poly meshes, more details were added later by our texture artist.

Low poly jeans with normal maps and AO. I made them in preproduction phase. All details are only those from high poly meshes, more details were added later by our texture artist.

Low poly jeans with normal maps and AO. I made them in preproduction phase. All details are only those from high poly meshes, more details were added later by our texture artist.

High poly converse shoes.

High poly converse shoes.

Low poly converse shoes & UV. Socks were always part of shoes, not separate meshes.

Low poly converse shoes & UV. Socks were always part of shoes, not separate meshes.

Some highpoly pocket. I left it without stitches, these were added later in texturing phase.

Some highpoly pocket. I left it without stitches, these were added later in texturing phase.