Team Fortress 2 Cursed Cove Assets

I created the model, including the high poly sculpt, low poly retopo, rigging, and UV. Another member of the team created the concept art and final texture

I created the model, including the high poly sculpt, low poly retopo, rigging, and UV. Another member of the team created the concept art and final texture

A set of modular terracotta roof tiles, tabular coral, and a chandelier made from a ship's steering wheel. All modeled + textured by me.

A set of modular terracotta roof tiles, tabular coral, and a chandelier made from a ship's steering wheel. All modeled + textured by me.

The ship that drives through the map, acting as a portal to the underworld area of the level, a crab trap, a cannon + cannonball, and kelp. All modeled by me and all but the ship textured by me.

The ship that drives through the map, acting as a portal to the underworld area of the level, a crab trap, a cannon + cannonball, and kelp. All modeled by me and all but the ship textured by me.

Team Fortress 2 Cursed Cove Assets

This model was created for the community made map Cursed Cove (https://steamcommunity.com/sharedfiles/filedetails/?id=1498584149) which was accepted as part of the 2018 Halloween updated. This allowed other players to be able to queue into the map and play, without having to set up custom servers. My task on the project was to create various map props and the main antagonist in the map's lore, Davey Jones. Davey Jones was concepted, textured and animated by other members of the project, but I was responsible for everything else on him.