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3D Models
A collection of my best models, made with Blender. Primarily stylized characters. Concept art included.

Ana Ban

The bassist of the fictional band Parfait, Ana Ban ("Ban Ana" in the Japanese name order, for she is part Japanese) is somewhat shy, but very dependable. At 8,822 triangles, her model is detailed but usable for games.

This was modeled in Blender and textured with Adobe Substance 3D Painter 2026.

Rendered in the Cycles engine.

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Concept art, drawn in Clip Studio Paint, including a few alternate outfits.

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The model, without the textures.

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The model, without the hat.

I also built a procedural eye texture within Substance Painter, importing a plane first so that I could texture the entire square area of the image and thus scroll the UV map to change the direction she's looking in. A multitude of eye colors is possible from just changing the base color.

I have attached a video of it in action. This eye texture has undergone some changes since the recording, but what has been stated prior still applies. It will also be used for future characters models. Please look forward to it.

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.

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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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.

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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