Project: Playtime - Cosmetic Modeling & Texturing

For Project: Playtime, I was responsible for leading a team of character artists to create a plethora of character cosmetic assets, aswell as rigging and implementing said assets into the game. These are some of the assets I modeled myself throughout the development cycle of Phase 1 and Phase 2.

Remastered version of the Poppy Playtime Chapter 2 locomotive I made. I wanted to keep the same key details and colors of the original locomotive, while giving it the proportions of a more prototypical 20th century steam locomotive. Concept by Sunny Li.

Remastered version of the Poppy Playtime Chapter 2 locomotive I made. I wanted to keep the same key details and colors of the original locomotive, while giving it the proportions of a more prototypical 20th century steam locomotive. Concept by Sunny Li.

Various 40ft boxcars I made as environment assets to go with the locomotive, which I ended up also using for the Project: Playtime gameplay trailer. I reused 2D assets made by Avalon Delaney and Madeline Schroeder to create a few Playtime Co. liveries.

Various 40ft boxcars I made as environment assets to go with the locomotive, which I ended up also using for the Project: Playtime gameplay trailer. I reused 2D assets made by Avalon Delaney and Madeline Schroeder to create a few Playtime Co. liveries.

Modeling & Texturing for the "Make a Friend" grabpack cosmetic. Concepted by Leah Steiner

Modeling & Texturing for the "Make a Friend" grabpack cosmetic. Concepted by Leah Steiner

Modeling & Texturing I did for Boxy Boo's box. I also made texture variants for the Box-She-Boo, Rainbow Boxy, and recolored Boxy skins.

Modeling & Texturing I did for Boxy Boo's box. I also made texture variants for the Box-She-Boo, Rainbow Boxy, and recolored Boxy skins.

Modeling & Texturing for the Bucky Hat Cosmetic. Design by Janae Lepire & Micah Preciado

Modeling & Texturing for the Bucky Hat Cosmetic. Design by Janae Lepire & Micah Preciado

I did the retopology and texturing for the Melted Toy Player Outfit. Sculpt was done by Jalil Gafarli, and concept was done by Robert Koh.

I did the retopology and texturing for the Melted Toy Player Outfit. Sculpt was done by Jalil Gafarli, and concept was done by Robert Koh.

Locker asset I modeled, textured, rigged, and animated for the hiding-in-locker gameplay mechanic. Concept Art by Scott Foerster

Locker asset I modeled, textured, rigged, and animated for the hiding-in-locker gameplay mechanic. Concept Art by Scott Foerster

Texturing for the Silver Hand Cosmetic. This was a texture variant of the reinforced default grabpack hand, also made by me.

Texturing for the Silver Hand Cosmetic. This was a texture variant of the reinforced default grabpack hand, also made by me.

Texturing for the Gold Hand Cosmetic. This was a texture variant of the reinforced default grabpack hand, also made by me.

Texturing for the Gold Hand Cosmetic. This was a texture variant of the reinforced default grabpack hand, also made by me.

Texturing for the Marble Hand Cosmetic. This was a texture variant of the reinforced default grabpack hand, also made by me.

Texturing for the Marble Hand Cosmetic. This was a texture variant of the reinforced default grabpack hand, also made by me.

Texturing for the Metal Plate Hand Cosmetic. This was a texture variant of the reinforced default grabpack hand, also made by me. Based off the Metal Plate Player Skin, concepted by Leah Steiner.

Texturing for the Metal Plate Hand Cosmetic. This was a texture variant of the reinforced default grabpack hand, also made by me. Based off the Metal Plate Player Skin, concepted by Leah Steiner.

Modeling and Texturing for the Stone Hand. Created using a Houdini tool I built that takes any model as the input (in this case, the default hand) and generates both a high-poly model and an optimized low-poly model with curvature-based decimation and UVs

Modeling and Texturing for the Stone Hand. Created using a Houdini tool I built that takes any model as the input (in this case, the default hand) and generates both a high-poly model and an optimized low-poly model with curvature-based decimation and UVs

Low-poly topology for the Stone Hand generated with the houdini tool mentioned above. Thanks to W. R. Harvey for the help with the curvature-based-decimation techniques used.

Low-poly topology for the Stone Hand generated with the houdini tool mentioned above. Thanks to W. R. Harvey for the help with the curvature-based-decimation techniques used.

Iteration of the high-poly model in Houdini. Since some pieces like the finger joints are relatively small, I added an option to mask out which meshes should be split into smaller rocks (palm), and which should just be processed as whole rocks (fingers).

Iteration of the high-poly model in Houdini. Since some pieces like the finger joints are relatively small, I added an option to mask out which meshes should be split into smaller rocks (palm), and which should just be processed as whole rocks (fingers).

Some of the seasonal skins I designed and textured for the monthly holiday events. Base player modeled and textured by me.

Some of the seasonal skins I designed and textured for the monthly holiday events. Base player modeled and textured by me.

The updated base player model aswell as two player skins for Phase 2. Metal Plate player skin concepted by Leah Steiner.

The updated base player model aswell as two player skins for Phase 2. Metal Plate player skin concepted by Leah Steiner.