[UGC Portfolio] Extingale's Portfolio

Hello, welcome to my UGC portfolio. Here can be found a collection of my UGC concepts and other works.


Aboutme
I have always been interested in game design, including 3D modeling and scripting. I have experience with mobile game development, and I know the importance of optimization in both my meshes and textures. I’ve also been using surfaceappearance (PBR textures), skinned meshes and layered clothing ever since they were implemented, always following and experimenting as they were developed further. (Examples can be seen in the modeling & texturing section)

I use:
Blender
Substance Painter


modelingandtexturing

Most of my work is already imported to Roblox, so as a given, most of these will be Roblox screenshots.

All of my assets utilize SurfaceAppearance, with some exceptions.

In this section all my models are under or barely above 1k tris, as I like to generally optimize everything. They also use 1024x1024p textures.

New Game Character (Layered clothing compatible)

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Custom Material Textures

Using the new materialservice that lets you replace default textures with custom ones.
Rock:

Ground:

Grass:

Bricks:
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Concrete:

Realistic SCP models

This was for an unfinished SCP game

Keycard:
Adobe_Substance_3D_Painter_0hm7B7Q3Zs

Doors:


SCP-173 (monster) redesign:

Older Game Character

My anime-styled but oddly proportional character that I am using for my game. It uses mesh deformation.

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RobloxStudioBeta_Vgu5FnkX7P

RobloxStudioBeta_T6efoRqPFb

Character Armor

RobloxStudioBeta_neYSg4jsf0

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Stylized Barrels

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Stylized Building Pack

This is an asset pack I made for easy building support and further optimization. Every part (wood/stone are separate though) uses the same texture, commonly referred to as a texture atlas. This lets the game only load in those 2 textures no matter how many times these different parts are copied and used.

Wood parts:

Stone/Rock parts:

Realistic Scene


UGCConcepts

I like to make concepts of my favorite pop culture references (since these won’t be uploaded anyways), so I denoted their origin in parentheses.

Newer concepts:

Magic Warrior's Shield



Gunbot Pilot Helmet



Cyber Neko Ears

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blender_MmlgRGNGAL

Biblically Accurate Angel

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Oni Skull Mask



Slayer Helmet



Golden Helmet



Clock hat



Reg's Helmet (Made in Abyss)



Bondrewd's Helmet (Made in Abyss)



Dragonslayer (Berserk)


Chainsaw Man head (Chainsaw Man)


Memory of Cintamany (HCLW)


Youthnasia's hood (Killing me/Killing you)



Mithia's horn (Killing me/Killing you)


Kana's eyepatch (Leviathan)


Riko's hat (Made in Abyss)



Old (but still relatively okay) concepts:

Demon Helmet

Creation Process:

Picture:

Details:
256x256p Texture Res
290 Verts
508 Tris

Hussar Hat

Creation Process:

Picture:

Details:
256x256p Texture Resolution
235 Verts
558 Tris

Waist Dagger

Creation Process:

Picture:
blender_uU69D1o44X

Details:
256x256p Texture Resolution
240 Verts
464 Tris

Owl Glasses

Creation Process:

Picture:
blender_ksEBa5luwc

Details:
256x256p Texture Resolution
368 Verts
692 Tris

Venus Cloak Trap

Creation Process:

Pictures:

Details:
256x256p Texture Resolution
278 Verts
336 Tris

Veteran's Broadsword

Creation Process:

Picture:

Details:
256x256 Texture Resolution
84 Verts
140 Tris


Looks like that’s everything! Thank you for looking through my portfolio. I will make and add more works as time allows.
I rarely update this page, so for more works visit: Twitter

7 Likes

I love the Hussar Hat. For the Waist dagger, I’d put the knife / sword to the side, but the front or back works too. Many people get the waist accessories wrong and some items just float on the hip. Great work. :slight_smile:

1 Like

It’s supposed to be on the back hip. Although I made a new version with the belt removed because apparently belts are not allowed in UGC anymore.