ZOAB 3‑D Lab

Welcome to the ZOAB 3‑D Lab and the experimental wing of the universe where characters evolve from raw polygons into fully realized beings. This is the space where I break down my latest 3‑D character work, built from the ground up in Autodesk Maya with clean topology, intentional design, and the same world‑driven energy that fuels ZOAB.

Inside the Lab you’ll find:

  • Maya modeling showcases built with shape‑driven forms and efficient poly flow
  • Wireframe reveals that spotlight edge discipline, silhouette control, and total poly count
  • Quick shading + lighting passes to test mood, material response, and visual storytelling
  • Character presence shots that bridge the ZOAB universe with real‑world craft

This page is where technique meets lore and a behind‑the‑scenes look at how ZOAB characters are engineered, refined, and brought to life in 3‑D.

Old Man Joe, a weathered survivor of the early ZOAB era. Quiet, stubborn, and sharper than he looks. His past is buried in the ZOAB Mini Tales Post, where players can uncover the choices that shaped him into the legend he never asked to be.

Maple carries the shield for her father and the healing light he can no longer summon. Her story continues in the ZOAB Mini Tales Post.

McCoy: loud, reckless, unforgettable. Catch his wild tale in the ZOAB Mini Tales Post.

This creature is classified only as Enemy for now. Its true nature stays hidden until you step into the game yourself. What you see here is just a glimpse, a silhouette, a threat, a presence. Whether it’s a spider, a beast, or something entirely different remains part of the mystery.

In the 3‑D Lab, I break down the modeling process in Maya, showcase clean topology, reveal wireframes with full poly count, and test quick shading + lighting passes, but the creature’s identity stays locked behind gameplay.

For now, all you need to know is this: it’s an Enemy. And it’s not friendly.