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Gibraltar "Gibraltron"

"Gibraltron" legendary skin for Gibraltar in Apex legends.
I made this skin for the system override event during season 4.
Concept by the wonderful Prog Wang, (https://www.artstation.com/progwang)
High-poly, low-poly, UV, textures for the character by myself.
Base facial sculpt, and base facial textures by Gary Huang
Lead, Will Cho, style support from Gary Huang and the rest of the Apex character team

BANGIN poster made by our wonderful marketing squad

BANGIN poster made by our wonderful marketing squad

game res no diffuse

game res no diffuse

high poly, I was on a bit of a time crunch for this project, thankfully the deadline got pushed but it was still shorter than usual. Thankfully (again) I consider hard-surface a bit of a specialty and was able to knock it out pretty quickly.

high poly, I was on a bit of a time crunch for this project, thankfully the deadline got pushed but it was still shorter than usual. Thankfully (again) I consider hard-surface a bit of a specialty and was able to knock it out pretty quickly.

high poly

high poly

Concept by Prog Wang, https://www.artstation.com/progwang 
love this guys work!

Concept by Prog Wang, https://www.artstation.com/progwang
love this guys work!

high poly

high poly

high poly

high poly

high poly

high poly

in game menu screenshots

in game menu screenshots

I sculpted the scarring on Gibby's face and proposed we change the original concept to one without hair

I sculpted the scarring on Gibby's face and proposed we change the original concept to one without hair

testing the high poly armor with the sculpted face

testing the high poly armor with the sculpted face

for any students this is what my WIP maya file looks like with all 25 layers turned on. Lots of pieces oriented on origin so I can model them symmetrically and then move them into place. The pile of boxes in back is from a boolean operation that I saved.

for any students this is what my WIP maya file looks like with all 25 layers turned on. Lots of pieces oriented on origin so I can model them symmetrically and then move them into place. The pile of boxes in back is from a boolean operation that I saved.