Work in Progress
Here’s a textured version. I’m still tweaking the various maps so it’s not quite finished yet, and I’m still determining which direction to go with the jewel embedded in the forehead of the statue.
A quick update - this is the retopologised lowpoly version with a basic normal map applied. I’ve still got to tweak the normal map some more to make the details pop out. It’s weighing in at 5132 tris which is a little more than I wanted. In my original sketch I’d not drawn the bowl, this had been an idea I came up with towards the end of the sculpt, as it would be great for adding some atmosphereic lighting. The tubular growths on the sides of the head were quite costly too, but I really like them as they make the silhouette more interesting.
Here’s the final version………I think! Now to retopologise for a nice snug base mesh and then I’ll start to layout the uv maps.

This is almost finished now. I’ve added a bowl in the lap of the statue, this will no doubt end up accomodating a flame or fountain. Which will lend itself nicely to some subtle coloured lighting. Still have some small details I need to put on either side of the upper head. Then I’ll retopologise and start uv’ing.


Some more refinements to the alien statue sculpt.

Some highpoly sculpts of my original concept sketch of the alien statue for the “Salvation Prophecy”. Still a long way from finished. I’ll retopologise to get a nice snug fitting base mesh to bake the normal map into. I’ve a budget of 4000 tris for this, so should be sufficient for getting the amount of detail I envisaged with the concept sketch.


Here’s a concept sketch I did for an alien statue, which I’ve just started modelling for the “Salvation Prophecy” an indie PC game I’m working on.
This is a model of a beacon that I’ve just created for the ‘Salvation Prophecy’ an indie game, which was entered into this years IGF but unfortunately didn’t make it into the finals. I’ve been on the team for this game as an environment and hardsurface modeller for nearly a year now and the game’s shaping up nicely. Here are all the texture maps used and the wire, highpoly and the final textured lowpoly model, which weighs in at 988 tris.
specular texture
normal texture
diffuse texture

The Executioner by Frank Frazetta


Here are some screens of where I’ve started to polypaint the torso of the model.




Quadrunner by Brom



This model is the same base mesh I used for Frazetta’s ‘Executioner’ but I’m intending to model a barbarian adorned with ornate armour.