Introduction
Note: this is an ongoing project, a work in progress, and some of the examples shown here may change near project conclusion.
Taking the concepts from the Rigon comic book into 3D was the next phase of the Rigon project. To faithfully represent the ideas, a high degree of creative control was needed. In addition, some of the 3D work was intended for 3D printing, and for video games (in Unity), requiring asset preparation for each medium. Given the time and budget allocated, the chosen approach was to use a combination of free and low-cost 3D software available, which included: Blender, AccuRIG, Spline, Voxel, Nomad Sculpt and Lychee.
Skills involved
- 2D
- Illustrations for texturing.
Concept art for characters and environments.
- Illustrations for texturing.
- 3D
- Exploring a mix of 2D and 3D techniques to achieve a unique art style.
- Sculpting, modelling, texturing, rigging and rendering in Blender.
- Rigging with Rigify and Reallusion AccuRIG.
- Low poly prop design & modelling
- Preparing and optimizing models for 3D printing.
- Creating environments from scratch using a combination of tools including Spline and Voxel.
- Experimenting with Unity to create a running character created in Blender.
- Short animations for social media.
3D character sculpting & rigging



Character sculpting for 3D printing




3D environment concept
Lo-fi environment made in Voxel.

Environment modelling
Scene made in Blender. Some elements like the books in the bookshelf were made procedurally, using geometry nodes.


Low-poly environment design in Spline


3D prop design
Some of the props that were modelled during the project.

3D animated scene (work in progress)
Some of the props that were modelled during the project.






3D character for Unity
This low poly character was modelled, rigged and animated in Blender, then imported into Unity. A basic script was added to enable keyboard control.

3D animated short

