After deciding on the cosmetic slots, I established how the slots would work together. Mainly at the waist and ankles to keep a wide variety of jackets, pants, and shoe options. I also worked to find a playful, readable and simple style guide.
I used this hoodie, and the next few cosmetics to solidify the thickness limits and how slots could interact together.
Middle row of shoes created by Spencer Barber.
Unicorn themed outfit concepts. We mainly did concepts from the front to save time. Once approved, I then filled out the design in 3D.
Depending on the clothing item, I either used Zbrush to sculpt the item or go strait to making it in Maya.
Dragon themed outfit and color variations concepts
Final 3D Cosmetics. Cut up into individual slots.
Goat man and color concepts
Final Goat man cosmetic options.
Skeleton concepts. I thought it would be fun to include some honorary "Day of the Dead" style skeletons.
Final 3D Cosmetics.
Space suit and color variation concepts
Final 3D Space suits
Concepts for more normal clothes.
Final 3D clothing cosmetics. Spencer Barber made differently colored variations later.
Concepts for a round of fun, crazy hats.
Final 3D base hats
Color variations.
3D mouths based on Gilberto Alvarez's drawings.
3D eyes based on Gilberto Alvarez's drawings.
3D ears based on Gilberto Alvarez's drawings.
Clothing and cosmetic concepts and 3D models I made for https://internet.game/ I established the boundaries of the cosmetic slots and thickness standards for the cosmetics. I also created the base process for texturing without custom maps and worked with one of the CEOs to establish many of the visual language and style direction. Preston Baker, Spencer Barber and Myself worked as the art team to refine the pipeline, color process and standards to a more streamline system of cosmetic creation.