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  • I thought Super Mario Odyssey looked amazing so I wanted to try to replicate it with Goombella! She's got a hat for that extra defence, she loves exploring and learning, could totally imagine an alternate reality where she was in game. I modelled her in Maya and did the materials/textures in Quixel, renders are from 3DO.
  • Did this for the Loopdeloop bi-monthly challenge back in... 2016? The theme was "Tumble". I modelled, rigged and animated this in Maya, textured with Photoshop.
  • I did a series of generated monster girl prompts everyday for about a month. This is the generator I used: http://www.generatorland.com/usergenerator.aspx?id=2339 It was pretty fun. I rarely update my Tsumea, so if you'd like to keep up with my work I'm most active on Twitter @APFaloon. These are my top picks from the lot. I just like them the most.
  • Original concept by Thomas A. Szakolczay https://www.artstation.com/artwork/nBoaX Technical details: texture res: 4k | polycount: 11.6k triangles Rendered using Marmoset TB3
  • A composition for piano and strings. Flow is a psychological term for when one is absorbed in an activity that brings enjoyment and focus causing one to lose a sense of space and time. This is what I have always experience in music composition.
  • This model is Kumiko from the anime ‘Hibike! Euphonium’. I made this model for the purpose of experimenting with a ‘shading’ technique that I wanted to try. The main aim of this project was to have a convincing 3D anime model with a clean 2D effect that is viewable realtime. I have a writeup on how I created the model, here. Sketchfab/model viewer: https://sketchfab.com/models/82367f6a22644f6f88b462077611559e
  • just an idea for a cave city, that's slowly being buried....
  • Love me some hand-painted textures.
  • I've been the main artist on Phantom Halls (a PC game in early access) and have been responsible for modelling and texturing basically all assets in the game, even doing a lot of the concept work where needed.