Promotional Image of Aeden from the Westworld VR experience. I acted as the 3d Character Artist on this project, working closely with other Artists, Designers, and Engineers on the team to bring this project to life.

Aeden Real Time Render in Marmoset Toolbag 3.

Aeden Real Time Render in Marmoset Toolbag 3.

Aeden Real Time Render in Marmoset Toolbag 3.

Aeden Real Time Render in Marmoset Toolbag 3. Body was created by Outsourcing.

Aeden Real Time Render in Marmoset Toolbag 3 showing wireframe. We used a fairly dense mesh to allow for higher fidelity in the facial animations.

Imogen Real Time Render in Marmoset Toolbag 3.

Imogen Real Time Render in Marmoset Toolbag 3.

Imogen Real Time Render in Marmoset Toolbag 3.

Imogen Real Time Render in Marmoset Toolbag 3. Upper Body was created by Outsourcing. Leg high poly and low poly topology by Jason Holt. Sherif Habashi Textured the legs, and Claire Hummel designed the clothing.

Imogen Real Time Render in Marmoset Toolbag 3 showing wireframe. We used a fairly dense mesh to allow for higher fidelity in the facial animations.

High Poly Sculpt of Aeden.

High Poly Sculpt of Aeden with in-progress textures from the ZBrush viewport. The texture was reduced in saturation at this time to experiment with how Sub Surface scattering could be implemented to add warmth to the skin for the purposes of PBR workflow.

High Poly Sculpt of Imogen.

High Poly Sculpt of Imogen.

HIgh Poly Hair Sculpt for Imogen.

Additional Head Sculpts.

Additional Head Sculpts.

Additional Head Sculpts.

Close up Renders of Additional Head Sculpts.

Imogen High Poly Boots and Pants Sculpt. The base Marvelous Designer output mesh was created by Claire Hummel.

The Westworld VR wheelchair. I was responsible for modeling and designing the chair from direction by Colin Foran and Steve Scott. Tanner Ellison and myself collaborated in the texturing and material process.

Westworld VR wheelchair close up.