Eric Robles: 3d Character Artist

Academy of Art University, Bachelor of Fine Arts in Game Development, Emphasis on Character Modeling
WanderVein: "My personal philosophy of prioritizing the narrative within 3d art and game development"

Jolyne - 2025

Specifications

- 93,917 TRIANGLES
- Fully rigged in Maya and Unreal 5.5.3 with FKIK switches in both.
- 4k textures were used for presentation high quality. However, UVs were created intentionally with texel density in mind so the texture sizes that would be used for real time would be those in figures 5 and 6
- Rigging and posing in videos and images were done within Unreal via the custom control rig

Description

I initially started this project 3 years ago with a bust of Jolyne where I morphed in the likeness of a Polish cosplayer (kianraaaa) on instagram, who has since then, deleted all her posts. However, it didn't feel right to do just a bust of a character from a series I so fondly love and a likeness I thought was perfect for the character. Therefore, this is my attempt at the fully complete character within a game engine.

Textures and UVs

 

Sly Cooper Human

Specifications

- 49,019 Triangles

- Custom made hair cards in XGen
- Fully rigged in Maya with basic controls

- Animated in maya and then brought into Unreal Engine

-Air tight character mesh except for accessories

 

Description

A re imagining of Sly Cooper were he a human instead of a raccoon. Initially concieved of this project in an attempt to learn how to make hair cards with XGen. I initially was going to make a realistic raccoon but shifted to a human.

Textures and UVs