Jin Long 888 | IGT
Initial figure 8 splines in maya.

Initial figure 8 splines in maya.

First "salamander" test for the figure 8 rig.

Using a simple "salamander" model, I found the final length for the dragon.

Using a simple "salamander" model, I found the final length for the dragon.

Final zbrush sculpt.

Final zbrush sculpt.

Real-time model

Real-time model

Iray render of the first pass texture pass inside Substance Painter.

Iray render of the first pass texture pass inside Substance Painter.

Jin Long 888 | IGT

I was the lead 3D artist on Jin Long 888. I was responsible for solving the initial figure 8 rig, dragon sculpt, real-time model, textures and shading. Along with the real-time wheels and coins.
The largest hurdle to overcome initially is what would the figure 8 rig be and how long does the dragon need to be? Once those questions were answered the rest fell into place quickly.

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