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3D Models
A collection of my best models, made with Blender. I specialize in stylized character models.

Beefsteak

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Beatrice Felicia Steig, or "Beefsteak" for short, is the crazy dark elf mage from the party that slew the Demon King in Asparaquest.

A hoarder of grimoires, she's a bit arrogant. She's also a bit vain, but can you blame her?

When Asparagus retrospectively mentioned her and a guy called "Potato," that was at first a throwaway line I wrote. But I felt inspired to design them anyway, and as a challenge, I tried modelling this character's complicated meat-themed design. Textures made with Clip Studio Paint and Blender.

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8784 triangles. Rendered with Cycles.

Check out the subsurface scattering on her pointy ears and nose! Which of those is pointier...? Or are her shoes the pointiest?

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And here's a bit of concept art...

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Anna Apfelbaum

Anna Apfelbaum is the drummer of the fictional band Parfait. She's the most level-headed one of the bunch, keeping not only the rhythm but also keeping the others in check. A bit of apple cider helps her handle this responsibility.

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Apple-themed character. 5870 tris... a bit less than the others due to the lack of a silly hat. Screenshots and concept art included. Rendered with Cycles. 

Textures made with Clip Studio Paint and Blender.

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Ana Ban

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Ana Ban is the bassist of the fictional band Parfait. In the Japanese name order, that's Ban Ana... aren't I clever? As you can guess, this character is banana-themed. She's more shy than she looks, but is still quite dependable​.

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With her hat equipped and no ahoge, she has 6400 triangles. Said ahoge is 42 triangles. These numbers bring me immense joy.

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As always, screenshots and concept art are included. Rendered with Cycles. Textures made with Clip Studio Paint and Blender.

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Fraise

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Fraise is capable of lots of weird expressions and poses. This is the first model of mine to feature a movable tongue. Her eyes are powered by shape keys. 

The guitarist and frontma'am of the fictional band Parfait (subject to change), Frédérique "Fraise" Frézier is always down for a good time. This strawberry-themed individual is one of my favorite characters I've made and my first truly successful attempt at emulating my 2D art style.

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Rendered with Cycles.

 Textures made with Clip Studio Paint and Blender.

Fun fact:

This model began as a

masculine doll-like thing -

in the initial stages I was

primarily trying to plot out

rough shapes ASAP, like

how I sketch when I draw.

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Here are some of the drawings I referenced, drawn

in Clip Studio Paint.

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Fraise has 6,468 triangles.

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Her hat is also removable. I hope you like the ahoge.

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SGI Mario

This model of Mario was made in the style of official Nintendo 64 renders from the 90s. Powered by Silicon Graphics, these glossy, solid-color renders made it into lots of box art and manuals. I sought to replicate how Mario looks in this era with a focus on references related to Super Mario 64. Rendered with EEVEE.

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I say 2020+ because this model has received many tweaks since it was made. Since it's old and not entirely accurate in some places, it could stand to get even more tweaks! For facial expressiveness, I also included eyelids that are powered by shape keys.

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The subdivision surface modifier allowed me to reach the same level of detail seen in 90s renders, but the underlying mesh that I smoothed out is still rather detailed at 12,188 tris (11,220 without the eyelids). It could be used in a game, but there's certainly room for optimization, as just about every detail (aside from the cap emblem, made in GIMP) is fully modeled for the style.

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I made an okay Luigi out of this model too, but Luigi's wildly varying appearance in 90s renders

made it hard to decide on a specific look.

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RPG-Styled Mario & Luigi

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One of my many models of these dudes, this time made in the style of the Mario & Luigi RPG series. Long before the release of Mario & Luigi: Brothership, I dreamed of there being a 3D entry in this series and sought to replicate the style of the official 2D artwork. Rendered with EEVEE.

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A slightly unusual characteristic of these is that despite the smoothness of the models, I did not use the subdivision surface modifier. This made modelling them more challenging, but I had more control over their shapes as a result.

 

Luigi, the brother I modelled first, has 8522 triangles, and Mario, whose model is based on Luigi's, has 9062 triangles. The intent was for them to look like Wii U/Switch models.

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