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Vtuber Model Commission 004 - Dragon Vtuber

I was lucky enough to have the opportunity to create another Vtuber model, this is my fifth model, and each time I learn more and more skills and techniques for the next one. I was tasked to concept, illustrate, cut, and rig this model. I am not under NDA for this model and the client was kind enough to let me use this model to post and explain my process before she debuts the model. 

Starting with the preliminary 6 model sketches, I used an A-pose base I've created to more clearly showcase the concepts. 

Once these sketches were done, I sent them to the client for feedback. We went over each of the designs and pointed out things she liked (in green) and disliked (in red). 

The dot point of notes below:

Things she liked

  • Curved horns #3
  • Glasses #3
  • Body marks #3
  • Chest plate #4
  • Scales #4
  • Shoes #4
  • Tail (slightly slimmer) #4
  • Cape and shoulder harness #5
  • Faulds #5 
  • Armguards #5 
  • Claws (make sure it's toggleable) #5 
  • Visor #6
  • Wings #6
  • A mix of straight (fringe) and spiky hair  #5 & #2

Things she disliked:

  • Remove the wings on shoe #4
  • No head wings #4 & #6

From there I started playing around with #4 as the base. Playing around with hair and shoulder designs.

We eventually decided to settle on this design, and I moved forward to colour sketches. 

I started with a couple of colour pallets from our first conversation where we had a couple of dot points, but eventually, I had the idea to bring in inspiration from her favorite F1 Team, even making a parody dragon version of the logo. This is the colour scheme we decided to go with for the model. 

The next blog post will be after I complete the model illustration (which is already at 125 layers and not even done). Thank you for reading! I'm also working on a tutorial for Live 2D model making so please keep an eye out for that in the future. 

Mellowmares Update

Just a quick update on the Mellowmares project!

Since we jumped into Unreal, we did our best to build the game as quickly as possible.  I've been picking up odd jobs here and there like remaking the jelly and making the UI. Since I last updated, I have been super busy. I recently picked up a concept art internship and an extra cert 3 course on the side. Between all that and work, my time allocated to Mello has been cut significantly. However, I feel like I've still worked on a considerable amount as I've also done a bunch of work on building the levels and general time management and admin stuff. 

Miscellaneous assets

Emotes, NPC sprites and hud counters.

Snapshot of one of the scenes I've been working on
Updated Jelly mesh with the new texture

So far with the way we've been working, we should be all set to finish beta in about 2 weeks. Then we have the 2 weeks after that to squash outlying bugs and polish it up for the end of year showcase.
We'll be taking this game to the next Pizza and Pixels to get feedback from other local developers.

Mellowmares Production Blog

The past few weeks I've been working on Mellowmares. Our project was originally being made in Unity, but due to programming roadblocks, we ended up making the move to Unreal 4. We have 2 designers who are well versed in blueprints so making the move really took the weight off the back of our programmer.

Since the art side of things transferred pretty easily from one engine to the other, I wasn't pushed far back at all. In fact, our game looks better due to the awesome shader made by Cassandra Zanin.

Bench and Cabinet modular pieces


Modular shelving and various assets


Used as a launchpad to jump onto high platforms.


Milk Carton

Milk for a puzzle + background asset.

Paper Towel + slightly unravelled variant

Used as a barrier to force players to use the splitting mechanic

Shelf (long)

One of the 3 shelf sizes used for a platform 

Splashback a + Trimming

Background assets

Bench (no doors)

Bench (with doors)

Cabinet (wood Doors)

Cabinet (glass doors)

Coffee Bag

Puzzle and background asset



We went for an excursion to Ikea to gather references for the game. Once the game is complete, I may make an asset pack and chuck it onto my gumroad.

Proof of Concept End

Week two of the end of year project! This week was a mad rush to get final touches ready for our industry pitches! As everyone is juggling work two different groups, it was super busy all week.

Flock Defender: 

Aka the game I wrote about most last week, this week I was finishing up a handful of concepts and handing them to our wonderful project lead, Cassandra Zanin, to create the pitch video.

These were what I worked on for flock.

I tried to theme the UI to things that wouldn't be out of place on a farm. eg: A tool belt, a bulletin board and a calendar. 


The second group I'm a part of is Mellowmares! A deliciously dark puzzle platformer about the life (and death) of marshmallows. 

Now for this game, I made the main character concept and character blockouts. I also typed up the pitch and made the level concept.

For the character I wanted them to be expressive but fundamentally cute. Due to the many brutal ways this little guy can die, I wanted to create something that people would empathize with and once I had a handful of people stop by my computer to comment on how sad seeing this guy cry made them, I knew I was on the right track.

In the end, Flock defender got cut from the line up and Mellowmares got greenlit for production. So for the next 15 weeks ill be posting updates on the creation process. 

Week 1 Flock Defender

For a end of year class project we are tasked with creating a video game and we have 3 weeks to create a proof of concept.

One of the groups I'm a part is a tower defense mobile game where you defend your chicken's from evil foxes intent on eating them.  This is just a bunch of concept art for the game, plus an icon.  So far its mostly just finalizing a style and thinking up weaponry, the clock is ticking and we need a concrete base to move forward.

  Then at the end of the day I made a bunch of blockouts in about half an hour just so we can start building within Unity. Super rough but gets the job done for now.

Substance Designer Stained Glass Windows

For one of the assessments for this year, I decided to push myself and learn Substance Designer.

The task was to make a environment in Unreal and while I'm not 100% happy with how the whole scene, I'm very proud of my windows.

I've got 2 windows I've used for the scene and both were used in Substance to create windows that change transparency depending on how frosted the glass is. There's also a mid between solid non transparent lead and the transparent windows.

This is my in game render, its all rendered in real time and I'm working on making coloured shadows to really sell the piece.

I made all the windows with substance designer. I wanted to create a substance that was simple to change by someone who had never touched designer before. I made sure I used as few textures as possible to create the look. Using only a Colour ID, Alpha & a black and white mask for which panes are frosted and which aren't.

I'm halfway through making a tutorial on how you can make your own stained glass in Substance Designer.