Based on Metroid fan art, this piece was a part of a 10 week character sculpting project in which I sculpted based on a concept a that was not my own. Choosing a Samus re-design by Torokun on Deviantart, I sculpted and modeled this character using Zbrush and Maya respectively, and later rendered it in Pixar's Renderman.
Responsible for all 3d assets.
Programs: Zbrush, Maya, Renderman, Topogun, UV Layout, Nuke
This model and animation were based on the “Lofi Vibes” youtube channel mascot (who is also based on BMO from “Adventure Time”). The hard surface modeling was done using Boxcutter and Hard Ops in Blender, and the environment was made using assets from Quixel and Textures.com.
The model was textured in Substance Painter and rendered in Blender Eevee
This model was made as fan art for the release of Elden Ring. It was based on the enchanted pot enemies that were shown in the trailers leading up to release and was modeled the week before the game came out. I based my model as closely as I could on the few images there were of the pot enemies at the time. The “Koolaid Man” portion of the design was inspired by a concept by KyleLatino on twitter, where he similarly made an image of the bloody pots as having Koolaid faces and being full of Koolaid.
The model was sculpted in Zbrush, textured in Substance Painter, and rendered in Blender Eevee
This model was created as fan art for Patrick Lacey’s book “A Voice So Soft”. It’s based on the cover art by Trevor Henderson.
The high-poly sculpt was made using Zbrush, and the materials were made procedurally in Blender. The model was rendered in Blender Cycles
Based on a design by Eddie H.Hinestroza, this Akira Toriyama-inspired ship was made as a hard surface exercise and a test of Alex Medina’s hard surface modeling workflow used for the weapons that appear in the videogame Hunt: Showdown. The body of the ship was modeled with Boxcutter in Blender, and the high poly of the ship was created using Blender’s sculpt tools, prior to baking in Substance painter.
The model was then rendered in Blender Eevee
Based on a art by Trudi Castle. this model was made as an exercise in some toon shading techniques and texture painting in an illustrative style. It was also good practice for making a model that matches stylized concept art as closely as possible.
Modeled in Blender and rendered in Eevee
Based on the “Bwongoid” from Animal Crossing: New Horizons, this model was made for fun right around the time the first trailer for the Gyroid update had come out. I based the design on the one Bwongoid visible in the trailer, because I liked its look, and I animated the dance based on the animation the Bwongoid does in the actual game, after the update had come out, and I could see it for myself. Modeled in Blender and rendered in Eevee
This model was based on a design originally created for the sprite-based game “Freaking Meatbags”. It was one of my first personal works in Blender, as I was familiarizing myself with the hard surface modeling tools and techniques.
Rendered in Blender Eevee
Marvin is the robot lead character of my senior SCAD short, currently in development. An outdated robot from the "not-too-distant future" currently living in the "distant future". Attempting to keep his ice cream delivery job despite his unruly behavior and love of rock and roll, he'll do anything to make a delivery on time.
Short film is currently in progress.
Responsible for all 3d assets.
Programs: Zbrush, Renderman
Originally a concept by Jake Parker, this model was an experiment for me in creating clean paneling using the topology of an object, versus a displacement map. It was also my first time creating a model entirely from another artist's unmodified concept.
Responsible for all 3d elements.
Programs: Maya, Keyshot
This model was an original design I created for Halloween in 2020. It was another piece I created while familiarizing myself with Blender.
Made using Zbrush and Blender. Rendered in Blender Eevee
Using blueprints as a guide, this model was made to the real-world proportional specifications of an MI-24 Hind. For efficiency's sake, only the right side of the model is complete, leaving the left side devoid of weapon attachments and many of it's panels. The final action shot was achieved with slight rigging and animation on the model, creating the turn of the propeller and bend in the blades. The composite was done using many still images in a 2.5D environment.
Responsible for all 3D assets, composited all 2D assets.
Programs: Maya, Mental Ray, After Effects