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2024 2d Artwork

2024 3d Artwork

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Commissions are currently OPEN!

This page will constantly change depending on what I have available

Fullbody Illustration

$40 USD

+ $20 per extra character

My Process Making a Character - Funga

September 17th, 2024

My first blog post hoorrrayyI wanted to make a proper model for my main character for the longest time. I learnt so much at college I was able to create exactly what I've always wanted to accomplish.This wasn't my first attempt though, my firsts were rough. I also couldn't rig or animate. I could only model him, and barely texture him properly.

First attempt on the left, textured. Second attempt on the right, vertex painted.
Both had extremely bad topology, rendering them both un-animatable.

Original drawings I did for the model's references.

I've always wanted to make a game of my own, so for this new model I wanted it to be game ready. I also wanted it to be non-realistic and more cartoony.For this model I'll be using my newest 2024 reference sheet I drew as a ref for this model, specifically his main outfit.

I used three programs to make this rig. Maya, ZBrush and Substance Painter.I first started in ZBrush on low resolution and tried to sculpt the head. After a solid 15 minutes of being unable to get the shape I wanted I chose to make the shape in Maya and bring the fbx into Zbrush after.

I made it just by extruding a cylinder and scaling it.

In ZBrush I used subtool spheres and the move tool to sculpt out where I wanted the spots on the head to be.

I'll be using this as a base to plan out the proportions of the rest of my model.I used zspheres to plan out the body of my model, for my own ease and for future outfit changes. Funga will be naked for now.

When I was done planning out zspheres I made a adaptive skin from it.I set it to a low dynamesh resolution and sculpted the body till I got a shape I liked. Then I sculpted clothing over it on another subtool.

I made the body this way so if I ever wanted to go back and make new clothes for him I'd have a solid base to do so.I also hopped around a bit while making the model, I re-typologized the body before I sculpted the clothes.

After my base sculpt was done I exported the entire thing as a fbx and brought it into Maya. Then using live surface and quad draw I drew over the shape to create the topology I needed to animate. Though the head and hands took a couple tries to get right. I needed my hands to not pinch too much while also keeping my triangle count low. As for the head I wanted all the spots to be squishable while also having his head as a whole be squishable, so I chose to make it one piece to avoid any separating or weird shifting.

I also found it way easier to copy the underside of the original base model I used for the head and just lowering the triangles a bit instead of trying to recreate the whole thing. It is still as bendy as I wanted it to be.

After that I continued topologizing the clothing. I also removed any skin underneath the clothing to reduce triangles, but kept a copy of the original body for future clothing. I made any final touch edits to my model at this point. My final triangle count for my base geo is 10,386 tri.

I chose to do my UVs after all my models were done, I decided I wanted this to be on a single UV tile. It didn't take very long. There's no baking in this model either so I was able to stack some UVs and save some space. I stacked the hands, pants and shoes. I was keeping the texture to pretty basic colors but I still made sure I had seams in good places.

I exported my UV'd model as a fbx and brought it into substance painter. I wasn't planning on doing much so I just masked off parts I wanted to be certain colors, I color picked the colors straight from the reference sheet with PureRef open. I wanted to make a pretty simple texture to mimic my own art style. I drew on the entire shoe texture by hand and made a texture asset to put his name on his pant pockets. This bit took a bit more time than I expected it to but it was fun.

After exporting my final texture I applied it in Maya, Then went onto rigging. I was really looking forward to this, I chose to do it from scratch on my own, It took a while to set up my base bone structure and put controls everywhere I needed to but I found that repetitive task fun. Changing the way controls look is fun, even if its just a line.
I made sure my joint orientation was the same direction, made sure all my controls had their own group. Everything builds on top of each other to put this rig together, and that's pretty cool.

I didn't struggle much with the rig, I even made a FK/IK swap as well which was some fun node work. I set up some driven keys for the fingers and custom attributes for them. During the entire process of making my dude I learned things along the way as I did them.Thanks for reading!

Hi! I'm Connor Carnovale, AKA Lord Funga Bunga on the interwebs!

I'm a 3d generalist and a 2d artist from Edmonton, Alberta Canada.I love to collect art of my main character Funga, I base my brand off him. He's my favorite. He's helped me through rough times!

I'm always open to work, just hit me up here or on social media!

Please no spam and keep it professional!

Fungas Art Terms of Service

This TOS applies solely to Independent Commissioners

Last Updated - 16/9/24

Rules
- I take payment through paypal only.
- My commissions are always priced in USD.- I'll always send progress photos of whatever was commissioned.- I will not edit a drawing/model if the commission was completed over 30 days ago.- Do not claim my work as yours and don't remove my tag/watermark.- I post my work to my socials, let me know if you don't want it posted.- All creations are for personal use, unless permission is given or commercial use is bought.- Commercial use costs at minimum 100% of the original commission price. Can change depending on what the piece is being used for.- Commissions are first come first serve unless stated otherwise.- Buyer must have a clean reference for whatever is being commissioned. If commissioning digital drawings and the reference is traditional please give me color codes for the colors. I will not model a 3d piece if the reference is heavily shaded.- I wont make anything that's nsfw. I'm fine with gore. No hate speech.- I don't mimic other art styles.- All commissions under $200 must be paid in full, upfront. Not including commercial use price. Commercial use must always be paid upfront in full.- I do payment plans for commissions over $200.- Buyer can communicate with me though Discord, instagram, twitter (@lordfungabunga) and my art email '[email protected]'.- Commissions can take up to four months to complete as I have other jobs and a life. commercial art always takes priority. Depending on complexity, once I start a commission I can finish in two weeks.- I will let the buyer know if it'll take longer for me to complete a project.- I am able to send different kinds of the piece if the buyer asks. (Example, unshaded drawing of the original shaded drawing.)- Do not rush me.- Out of respect for me, do not train AI off my artwork.Character Specific-All designs under $200 must be paid within 72 hours from claim time.- Please don't attempt to purchase a character if you know you cant buy it. Backouts are fine I don't punish for that.- Payment plans allowed for designs over $200. $100 depost.-Designs can be edited by the buyer.-I don't care if you sell a design for more than it was obtained for, get that bag.-Design gifting and trading is allowed.-I will never take back a design.-I don't care if you turn my design into a species. Have fun.-My designs can be used for whatever the owner wants. I don't care.-srsly, i dont care.-Same with using a design commercially. Just don't use the concept art / ref sheet I made as the art that's being sold.-Don't remove my credit as one of the designers on a character. Even if the character has been heavily revamped. I still helped design it. Don't separate my designs into two and remove my credit on one. That's all I ask.-Do not delete my designs off Toyhouse.Refund PolicyI only do full refunds if the commission hasn't been started.The money I send back is done on a case by case basis, if I'm in the middle of a stage I will give a refund approximation between the stages I'm at and how much work I've put into the project. Though I follow my own rules below, as certain parts of a commission take more time than others.2d Art
My Workflow : Sketch -> Lineart -> Coloring -> Shading (Completion)
If I've completed the sketch the buyer will receive 75% back of the original commission price.If I've completed the lineart the buyer will receive 30% back of the original commission price.If I've completed the coloring the buyer will receive 15% back of the original commission price.*I do not refund completed works.Buyer will be sent a copy of whatever stage I reached.3d Art
Refunds depend highly on model complexity. Currently done case by case.
*I do not refund completed works.Characters
I will not refund a character if it was bought more than 7 days ago.
Experimental Commissions
Case by case.
If item is physical i can only ship if the buyer pays the shipping fee.
I HAVE FULL RIGHTS TO REFUSE WORK TO ANYONE, FOR ANY REASON*I Will Never. Work. For. Free.
*Do Not Attempt To Befriend Me For Free Art. (if u do ur a horrible person! :3 )

Funga is currently

    days old!

    All good things come to an end eventually. But that doesn't mean anymore good things will come. You'll consistently find something better. However, nothing will change if you don't look for it.
    Put yourself out there. or don't, i'm not your dad.