ABOUT
Hi all! I’m JPG_LARGE, and I’m a 16 year old UGC creator. I started 3D modeling in June of 2020, and got invited to the UGC program in July of 2021. I’ve made over a hundred UGC items, over a hundred and fifty unique concepts, as well as collaborated with various UGC creators and Star Program members. I use a combination of Blender and Substance Painter for my models and textures.
SHOWCASE
My UGC items can be found on my catalog page. I have my accessories sold under my account, and my layered clothing sold under my group, 3D_CLOTHING.
Below are a few of my most recent concepts. All of the concepts that I’ve ever completed have been posted on my Twitter account. For a quick scroll through all of them, use this search query.
Concepts
UGC Concept #155: Fancy Bear-et
Verts/tris: 495/948
UGC Concept #154: Strawberry Hair Pins
Verts/tris: 905/1704
UGC Concept #153: Oversized Mushroom Hat
Verts/tris: 1194/2192
UGC Concept #152: Vampire Cat Ears
Verts/tris: 1182/2468
UGC Concept #150: Forest Spirit’s Smashing Hammer
Verts/tris: 1003/1937
UGC Concept #149: Wooden Frog Guiro
Verts/tris: 1094/2179
UGC Concept #148: Trickster Mage’s Grimoire
Verts/tris: 974/1246
UGC Concept #147: Trickster Mage’s Cloak
Verts/tris: 944/1716
UGC Concept #146: Trickster Mage’s Magic Hat
Verts/tris: 1144/2216
UGC Concept #145: Digital Kaomoji Mask - Bloom
Verts/tris: 1155/2276
UGC Concept #144: Cat Lamp
Verts/tris: 754/1504
UGC Concept #143: Red Fruit Crown
Verts/tris: 1188/2248
UGC Concept #141: Ruby Red Rockstar
Verts/tris: 1180/2356
UGC Concept #140: Forest Master Hair
Verts/tris: 1187/2358
UGC Concept #139: The Superstore Cashier Worker Haircut
Verts/tris: 1193/2382
UGC Concept #138: Hearty Rose Fedora
Verts/tris: 1105/2182
UGC Concept #137: Heart Buster Halo
Verts/tris: 1199/2270
UGC Concept #136: Discourse Ruby Fedora
Verts/tris: 1186/2368
UGC Concept #135: Steampunk Spectacles
Verts/tris: 1107/2084
UGC Concept #134: Flying Flirate Captain (new version)
Verts/tris: 1143/2206
UGC Concept #133: Super Sniper Vision Goggles
Verts/tris: 1179/2119
UGC Concept #132: Demon Horn (and a half)
Verts/tris: 506/984
UGC Concept #131: Santa’s Fluffy Magic Hat
Verts/tris: 1130/2176
UGC Concept #130: Gemstone Wings of Green Emerald
Verts/tris: 1052/1952
UGC Concept #129: Snow Pile Antlers
Verts/tris: 1200/2380
UGC Concept #128: Peppermint Punk Top Hat
Verts/tris: 1180/2308
UGC Concept #127: Lucaduke Shoulder Friend
Verts/tris: 1167/2148
UGC Concept #126: Split Iceberg Fedora
Verts/tris: 1187/2310
UGC Concept #125: Cyber Cyborg Horns - Purple Process
Verts/tris: 1188/2376
Published Concepts
Cute Sunflower Mushroom Cap - Roblox
Digital Kaomoji Mask - Bloom - Roblox
Elegant Bunny Trendy Hat in Pink - Roblox
Elegant Bunny Trendy Hat in Blue - Roblox
Elegant Bunny Trendy Hat - Roblox
Trickster's Prevision Magic Hat - Roblox
Trickster's Prevision Cloak - Roblox
Trickster's Prevision Spell Book - Roblox
Hearty Rose Fedora - White n' Pink - Roblox
Hearty Rose Fedora - Black n' Red - Roblox
Cyber Cyborg Horns - Purple Process - Roblox
Cyber Cyborg Horns - Red Error - Roblox
Gemstone Wizard of Red Ruby - Roblox
Gemstone Wizard of Green Emerald - Roblox
Spiked Black Punk Goggles - Roblox
Spiked Brass Steampunk Goggles - Roblox
Broken Horns of the Fallen - Roblox
Flying Pirate's Golden Bicorn - Roblox
Wrap-Around Wings Red - Roblox
Wrap-Around Wings Black - Roblox
Wrap-Around Wings White - Roblox
The Detective - Roblox (textured by Yourius)
https://www.roblox.com/catalog/5699756838/The-Inquisitor (textured by Yourius)
Aside from doing concepts for fun, I also do commissions! These are usually for members of the Video Stars Program who want to upload items using their included UGC access. If you are interested in ordering one, please read the payment and contact sections.
Commissions
Commission for premiumsalad: Phase 4 Tricky’s Head
Verts/tris: 1153/1471
Commission for premiumsalad: Tabi’s Head
Verts/tris: 1189/2310
Commission for jvnqYT: Jvnq Ombro
Verts/tris: 1035/1852
Commission for mayrushart: Prehexy
Verts/tris: 814/1471
Commission for MegaSquadMo: MegaSquadMo Shoulder Pet
Verts/tris: 1095/1934
Commission for MegaSquadMo: Mega Squad Sword
Verts/tris: 971/1802
Commission for premiumsalad: Salad Swordpack
Verts/tris: 1048/2024
Modification for ROBLOXMuff: The White Reaper Anime Hair
Verts/tris: 1194/2330
Commission for mayrushart: Dog in the Bag
Verts/tris: 1194/2340
Published Commissions
https://www.roblox.com/catalog/6937489874/Tabis-Head
https://www.roblox.com/catalog/6906117664/Jvnq-Ombro
https://www.roblox.com/catalog/6686013941/Prehexy
https://www.roblox.com/catalog/6655789939/MegaSquadMo-Shoulder-Pet
https://www.roblox.com/catalog/6568354911/The-Black-Reaper-Anime-Hair
https://www.roblox.com/catalog/6447787395/Mega-Sword
https://www.roblox.com/catalog/6207475807/The-White-Reaper-Anime-Hair
I also have documentation of my models to prove that I am the one making them.
Documentation
Digital Kaomoji Mask - Bloom: Timelapse (Roblox UGC Concept #145) - YouTube
Red Fruit Crown: Timelapse (Roblox UGC Concept #143) - YouTube
UGC Concept #133: Super Sniper Vision Goggles
First, I gathered a few ideas in a sloppy drawing.
Made a cylinder at the same size as the player’s head.
Deleted half of the faces, and extruded it outwards and made it flat by scaling it to zero on an axis.
Made a loop cut along the object. I scaled parts of it, and beveled the front.
Duplicated object and deleted everything other than the face on the front. I dissolved the unnecessary edges, and extruded it forwards. I beveled the edges to make it pill shaped, and beveled the front to make it look nicer.
Resized and repositioned a few things
Duplicated these faces on a separate object.
Deleted a few faces, extruded it downwards, edge slid part of it to give it a parallelogram look, and beveled the front a bit.
Duplicated these faces on another object.
Extruded it downwards, beveled the edges on the ends by a hundred percent to make it look round.
Fixed up topology and beveled the front.
Extruded the front faces, scaled it, edge slid the top upwards, extruded the newly made faces outwards, and beveled the front.
Also removed some unnecessary vertices.
Extruded two of the faces on the main part upwards, and beveled them.
In the pill looking part, I scaled the big face in the middle inwards to match the bar in the sketch.
Duplicated this part in another object.
Mirrored and turned it into a triangle fan.
Moved it inwards and extruded it outwards.
Gave the cylinder a mirror modifier, and moved it inwards.
Loop cut the cylinder, edge slid it closer to the front, selected the smaller half of the cylinder, extruded and scaled it outwards (except for the y axis to keep it flat), and beveled the edges.
Extruded the front inwards, and beveled the edge
Duplicated the triangle fan, extruded it outwards, gave it a loop cut, gave it another loop cut close to the front, scaled the new loop cut outwards to make it look round. Then extruded and scaled the front inwards, and moved it inwards.
Duplicated this face on a seperate object, scaled it down, subdivided it, and used looptools to turn it into a circle.
Repeated above steps with this face.
Made a loop with the ends of it being the center point of the cylinders’ triangle fans.
Converted loop to a mesh and dissolved a few edge loops to reduce verts.
Extruded and scaled the triangle fans inwards to the same sizes as the tips of the wires.
After joining the loop and cylinder objects, I used snap to vertex to attach the wire to the cylinders.
Duplicated the knob thing made earlier, scaled it a bit, and moved it down.
Made a cube and mirrored it, with the origin of the cube being the center of the right eyehole.
Made a loop cut on the cube, moved it to the front, extruded the side of the cube until it intersected the mirrored version of itself. From there, I did another loop cut, extruded the top and bottom upwards and downwards respectively, and selected the centers of both of them and moved them away from each other as well to make it look pointy. Lastly, I beveled the cubes to make it look rounder
Repeated the steps used to make the wires on these two faces.
Marked seams for the UV map.
Used UV Squares plugin to square a few islands, and scaled a few until UV Pack Master 2 was able to pack the islands nicely.
Baked all of the maps in Substance Painter at 512x512. The right eyehole is missing because the shadow of the crosshair was shown on both the left and right eyehole from the shared UV maps. To fix this, I just removed the right eyehole before I imported it into substance
Applied some materials and masked them appropriately.
Later decided that I liked these materials better, and switched over to them.
Painted a few decals on, and used the sandstorm particle brush on the black mask I had for the metal material to make it look more weathered.
Exported texture at 512x512 into paint.NET, and resized it using super sampling to 256x256. It looked a little blurry, so I sharpened it too.
UGC Concept #132: Demon Horn (and a half)
To start off, I created a loop with a bevel on it, and edited it using proportional editing until it was a shape I was happy with.
Then I used the radius tool paired with proportional editing to make the horns look pointy.
Next, I used loop select on every loop of faces. After I extruded one, I would select the edge loop closest to the head and dissolve it.
Afterwards, I used a loop cut on each loop of faces to prepare for a bevel.
I then selected the edge loop that wasn’t dissolved, and used the bevel tool to bevel it by a hundred percent. After the bevel, I marked sharps appropriately.
After selecting every other loop, I beveled it by a hundred percent to give it more of a round square look. I also scaled it up to make the horns bigger so it fits with hairs better.
With the model being mostly done, I marked seams and unwrapped for the UV map
Next I packed the UVs using UV Pack Master 2.
Then I mirrored the horn, and deleted part of it to make it look broken. To patch up the missing area from deleting the vertices, I selected the loop farthest to the end and extruded followed by being scaled to zero.
After I was finished with the UV map, I imported the model into Substance Painter. From there, I gave it the bone material and dirt material, and changed the colors of both. Then, I created a paint layer and used the sandstorm and liquid stream particle brushes to make it look even more dirty and weathered.
Lastly, I exported the texture and opened it in paint.NET. There, I did color correction to make the colors pop and glow a bit more
UGC Concept #131: Santa's Wizard Hat
I started with a loop, which was beveled with a circle
Next, I converted it into a mesh and extruded the end of it to have a brim. I also used the cloth brush in sculpting to make it look less rigid.
From there, I extruded the brim to give it some thickness. I used that newly created thickness and extruded it again. I then gave it a few loop cuts on both sides, and scaled them away from each other to make it look more cylindrical. I also added a UV sphere to have a ball at the tip of the hat. In order to make it appear fluffy, I used a subsurf modifier and a displace modifier that was using a generated clouds texture.
Next, I made this gold ornament band thing. I did this through creating a circle, extruding and scaling it to give it some thickness, and solidified it to make it 3D. I then selected all of the edges and gave them an edge crease of one. I also selected every other loop, gave it an edge crease of one, and moved it upwards. After applying a subsurf modifier and removing unnecessary vertices, this is what it looked like.
I also added two spheres for the red berries of the mistletoe.
For the actual leaves of the mistletoe, I created a plane and gave it a few loop cuts. I selected every other loop and scaled it along an axis in order to make it look spicy. I then scaled it using proportional editing until it looked like this:
Next, I selected all of the edges going down the middle and subdivided them. Using proportional editing, I moved it downwards and gave it a slight curve
Then, I applied a subsurf modifier to make it higher resolution. After that, I did more proportional editing in order to make it look more natural.
From there, I removed unnecessary vertices to get it under the limit.
Finally, I solidified the leaf and did an edge slide on the edge vertices to both reduce vertices, and to make it look sharper.
Next, I copied and pasted the leaves and arranged them with the berries.
To make it look more floopy, I did more editing again.
Now that I’m done with the mesh, I marked some edge creases and seams to make both the UV map and the high resolution version of the mesh to use in Substance Painter.
Then I unpacked the UVs using the newly made seams. I scaled the islands until UV Pack Master 2 was able to fit all of the islands nicely, giving everything an appropriate amount of resolution and not keeping space unused.
To start the texture, I imported the high resolution model into Substance Painter and baked all of the appropriate maps.
I used various materials and masked them to the areas that they are supposed to be in. For the leaf, I hand-painted the texture using various color and height brushes.
Finally, I exported the texture into paint.NET where I did color correction.
UGC Concept #130: Gemstone Wings of Green Emerald
First, I used the loop draw tool to draw out the basic shape I wanted. The loop that I was drawing with also had a bevel and a subsurf modifier
Then I converted the loop into a mesh, and removed vertices from it until it was comfortably within the limit. I also added sharps at this step. I then put a mirror modifier on it to make it a pair of wings instead of just one.
Next I copied and pasted an icosphere, with a displace and decimate modifier on the icospheres in order to turn them into an organic looking crystal. I also had mirrored the gems so they applied to both wings.
I had then applied all of the modifiers (except for the mirror on the wings, which I applied after I had packed the UVs in order to have a higher quality texture). After I modified everything, I placed sharps on all of the edges of the crystals and placed edge creases, which would allow me to easily create a higher resolution version of the model for texture baking.
For the UV map, I unwrapped the object and used a plugin called UV Pack Master 2 to get as high of a texture resolution as possible.
Next, I imported the high resolution version of the model (created through a subsurf modifier on the lines and bevel modifier on the crystals) into Substance Painter. From there, I gave the crystals a shiny green texture, and masked the lines to have a gold texture.
Lastly, I exported the texture from Substance into paint.NET where I did some minor color correction and dilated the texture manually. I didn’t dilate the texture in Substance, as the dilation was choppy and looked strange at the seams.
I also have a place where you can try a few of the accessories and see how they look in game:
CONTACT
- You can message me through the Dev Forum on my profile (preferred)
- You can message me on Twitter @JPG_LARGE
- You can add me on Discord at JPG_LARGE#8712
Thank you for checking out my work!