Clay Render Character Collection

Stylized 3D render of The Little Prince voodoo doll standing beside a rose on a small planet, with "3D ART" text overlay

Type of work:

Collection:

Tools used:

There’s a quiet charm in working with limitations—and this Clay Render Character Collection is the product of exactly that. Back then, ambient occlusion and basic shaders were pretty much all my system could handle. But those constraints became a defining style: subdued, soft, and tactile. What started as a workaround soon evolved into a preferred aesthetic—a minimalist, clay-like feel grounded in warmth and nostalgia.

This collection brings together a variety of 3D character models I’ve created over the years. Some were personal challenges. Others were gift arts or meant for short animations that never quite finished. But each one carries a story of practice, exploration, and play.


Headless Gentleman: Watcher of the Grave

October 18, 2012

This piece started as a Halloween concept and ended up becoming one of my personal favorites. The stark silhouette, the lantern glow, and the looming moonlight all work together in quiet tension. Rendered simply, but intentionally, it’s a love letter to eerie elegance—with a dash of Tim Burton influence.

A stylized 3D render of a headless man in a graveyard holding a lantern, backlit by a large moon
The Headless Gentleman stands as a haunting figure beneath the full moon, casting long shadows across the earth.

Dog: Low-Poly Practice with Personality

September 9, 2010

This pup was a gift art and a great excuse to practice organic character modeling. Simple, clean shapes and big expressive eyes gave it a friendly, familiar feel. Projects like this helped me study proportions and personality with minimal geometry.

A cartoon-style 3D model of a curious brown dog on a blank background
A low-poly, stylized dog created as a gift and organic modeling exercise.
3D turnaround of Esennah character in anime style, inspired by a concept from KC Salvador

Esennah: Sad Star Soldier Tribute in 3D

April 14, 2010

This was a personal modeling challenge and a tribute to KC Salvador’s character design. I created this 3D version of Esennah from a turnaround sheet she made—trying to stay faithful to her vision while exploring more complex forms and topology. The goal was to animate her eventually, but the project stayed in modeling phase. Still, it became an important stepping stone in developing my skills.

Sad Star Soldier Pooh Concept Art

December 2, 2006

This project was a quiet but meaningful experiment—imagining a familiar childhood character as part of the Sad Star Soldiers universe. Modeled as a tribute to both nostalgia and introspection, this version of Pooh wears a crimson scarf, symbolizing the signature trait of a Sad Star Soldier: silent resilience in the face of loss.

It was a playful but melancholic exercise, blending childhood wonder with the emotional core of the SSS universe.

Snowman: Seasonal Simplicity

October 24, 2010

This snowman was part of a small seasonal project—an experiment in soft lighting and mood, using nothing more than clay shaders and charm. A short study in character work and posing, with a touch of holiday whimsy.

A simple 3D snowman with a top hat, stick arms, and a warm expression
A festive 3D render of a snowman, created with ambient occlusion and clay-style shading.
3D render of a soft pink slime with a cute face, from the game Ragnarok Online.
This friendly slime was modeled for a short animation that never quite took off—but still shines on its own.

Ragnarok Online Poring

March 4, 2010

A nod to one of my favorite RPGs, this Poring was meant to be part of a short animation. While the animation never materialized, the model still captures the joy I felt while making it—soft lighting, subtle blush, and that trademark smile.

The Little Prince (Voodoo Doll)

September 22, 2010

This Little Prince wasn’t born from scratch, but from a tiny voodoo doll keychain I used to carry around. I wanted to recreate its handmade feel in 3D—complete with yarn textures, tiny limbs, and his iconic rose. It became a playful yet poetic piece, blending fan art and fond memory into one.


About Me

I’m JP B. Bantigue, a multidisciplinary creative who once saw the world in wireframes. My love for 3D started at First Academy of Computer Arts, where I studied architecture and still life modeling, often obsessing over clay renders and ambient occlusion passes. From interiors to vehicles, I’ve always been drawn to the tactile feel of digitally sculpted space.

Similar Projects

  • Advertising Design Application
  • Trevi Towers App — 3D Assets, UI/UX Design & Front-End Support
  • First Steps in 3D Modeling and Texturing: Early Low Poly Works