My take on mermaids for this 2017's online 'MerMay' event.
Created as part of a tutorial on creature design covering my process from studies to the final product.
Tutorial available here: Sam Santala - CGSociety
A short story piece inspired by Zelda: Breath of the Wild 2.
Her short hair made me question why she would have cut it, what eent might have precipitated that.
'This monsters body is wispy and gas like, its toxic essence brings disease and death in it's wake'
Creature design for a tactical combat game project I'm working on in my spare time.
A young hunter begins his task of capturing and training his first eagle. But it proves to be more headstrong than he was expecting.
Various creatures taken from initial concepts to rendered images. Each with a core and elite variation in various elemental types, ranging from fire and water, to earth and air.
Created for Ubisoft Barcelona.
Whisper the Sphynx Sorcerer.
Created for Cats & Catacombs
Created to try and understand Ungulate anatomy even further. Combining two different types of Ungulates and merging them into one cohesive creature.
A redesign of a classical mythological beast for Monte Cook Games 'Gods of the Fall'.
A Spider-Man design based on the style of Mori-Boy fashion, using fairy tale and woodland aesthetics.
A Dragonborn Bard from the Dungeons and Dragons Universe.
An oral historian; Faeraxx travels the world collecting myths and tales from across the land, playing songs his trusty noseflute (as he has no lips) and singing shanties with a spring in his step.
A fan creation for the Monster Hunter series. It's habitat is primarily atop the thick trees of the ancient forest and it uses it's skin flaps to glide through the sky as it stalks its prey. It's hooked tail allows it to quickly adjust its direction mid-flight by latching onto branches and its hardened head protects it from blows as well as dealing massive damage to its prey.
This creature is based on pachycephalosaurs, sugar gliders and parrots.
Based on the Donkestra Monster hunter design. These armours were intended to try and visually relate to the original creature design, whilst still retaining their own unique elements.
The most iconic part of the creature, (Its head) was by far the most important part of its design to translate effectively, with secondary traits being the feathers and spikes.
For a more in-depth breakdown on how I created this armour you can find a blog outlining everything here: