Bryce Lindsey

Art

I'm a 3D artist focused on stylized game art. I work primarily in Blender for modeling and Substance Painter/Designer for texture and material creation. In my free time I often explore different aesthetics like painterly styles, cel shading, and other stylized workflows, and how they function in real-time engines like Unity and Unreal Engine 5. This page is a collection of personal projects, style tests, and material experiments. While I don't yet have a full production-ready portfolio, this represents my ongoing work, passion for game visuals, and ability to bring stylized assets to life.

Materials

Stylized Metal (Substance Designer)

A stylized metal material created in Substance Designer, inspired by the hand-painted material look.

Stylized Metal Material

Basic Stylized Material (Substance Painter)

This material sort of became the base for all my other stylized materials. I made this when I first bought substance painter using a tutorial I found online.

Basic Stylized Texture

Stylized Rubber (Substance Painter)

This material was made the same way as my metal material. I wanted to keep the style consistent because I made this material for a stylized skin I wanted to make for Counter Strike 2. You can see the final product below.

Stylized Rubber Texture

Stylized Wood (Substance Painter)

A painterly wood material. I wanted to avoid the overly clean look of procedural wood and instead focus on fitting the style of my metal and rubber materials so I could use this for my CS2 skin.

Stylized Wood Texture

CS2 AK-47 Skin (Submitted to Workshop)

This skin was created for CS2 and submitted to the Steam Workshop. This was the culmination of my time spent learning substance painter. I really enjoyed this project, however, if I were to redo it, I would likely not use the default CS2 maps. I could have sculpted some details onto a high poly version of the gun and baked my own, more stylzed normals.

AK-47 Stylized Skin for CS2

Models

Low Poly Hammer & Axe

These blocky, low-poly weapons were part of an experiment in low poly modeling for an RPG concept. I'm thinking of revisiting this idea at some point in the future.

Low Poly Hammer and Axe

Low Poly Trees

I modeled a few simple trees using low-poly shapes and then just colored them all slightly differently for difffernt biomes.

Low Poly Stylized Trees

Low Poly Ores

These models represent different ore types like iron, gold, etc. for a low-poly mining system. They were originally made as part of an early prototype for a single player game idea I had that was heavily inspired by classic MMORPGs like RuneScape and games like Animal Crossing. The goal was to build a coherent visual language where each resource could be quickly identified through it's color.

Low Poly Ore Variants

Character (Low Poly)

This was a character I made using a tutorial I found. I am pretty unpracticed when it comes to modeling and sculpting living things like humans and animals, but this was a good little experiment.

Low Poly Human

Toontown Inspired Trumpet

Last year I focused a lot of my free time on creating what I think Toontown Online would look like in the modern day. The trumpet is one of the gags/weapons in the game. I wanted to try my hand at making an updated trumpet with stylized PBR materials that still retains the cartoony shape of the original. One thing I would change about this is the color variation. From what I now understand, gold does not typically have different shades like the different color patches on the trumpet.

Toontown Inspired Trumpet

Eye Spy

This is one of my more recent art pieces. I recently reached out to a group through discord about joining their project. They wanted me to make this character that they had concept art for. I think I kept it pretty close to the original. I have since left their project as the project was mostly someone's "dream game" and the scope was too big to be realistic, but I did enjoy working on this model.

Toontown Inspired Trumpet

Original Concept Art for Eye Spy

Toontown Inspired Trumpet

PSX Style Office Items

In my spare time right now I am working on another game for a group on discord. Their game is much more reasonable in scope and is well managed, so I have been with them for a little while now. There is not much I can really show yet, but I will share a few screen shots of some models I have made.

PSX Tablet PSX Keyboard PSX Filing Cabinet PSX Floppy Disk

These were all super easy to make because they really only involve finding photos of real life objects and using a tool called shoebox to make textures out of photos. After making them into their own image textures I would scale them down in photoshop to either 256x256 or 128x128 depending on the size of the model. I really like the PlayStation 1 style and these have been a lot of fun to make.

I also made this video guide for the newer artists joining the project I have been making these assets for. I wanted to make sure the style stayed consistent so I made some documentation as well as a video for them to watch.

View PDF

Environments and Shaders

Toontown in Unreal Engine 5

These were part of that Toontown project from last year. The majority of the materials are mine except for the roof tiles in the bottom right. I added that because I was not sure whether I wanted to try out a more Genshin Impact level of detail, or stick with my simple material style that was more inline with the original Toontown game.

Toontown Inspired Materials Toontown Inspired Placeholder Character Outline Test on Placeholder Character

Here I was testing whether or not I liked the outline on the player character. This was just a temporary model of Flippy from Toontown that I made really fast in blender.

PSX Shader in Unity

This was a simple PSX shader I made in Unity by following some documentation I found online.

PSX Shader

Toon Shader in Unity

This is a Toon shader I made in Unity for an art demonstration I was working on.

Toon Shader

Thanks for taking the time to check out my art. I'm always exploring new stylized techniques, whether it's through materials, modeling, or in-engine experimentation. This page will continue to grow as I develop more assets and refine my visual style. If you'd like to chat about art direction, game visuals, or anything in between, feel free to reach out!