Portfolio
Level Design/Environment Art
I developed my own concept for the Devil's Throne in Hell, and modeled all assets in 3DS Max
- Modeled all objects in 3ds Max
- UV Unwrapped all objects - 3ds Max and RoadKill
- Made all PBR bitmaps with Bitmap2Material, then created the materials in Unreal Engine 4
- Exported all assets to Unreal Engine 4, and place in the level
- Lighted level with Unreal's lighting system.
- Rendered a high resolution screenshot using a camera actor in Unreal Engine 4.
Blacksmith's Forge Asset Package
- Modeled all objects in 3ds Max
- UV Unwrapped all objects - 3ds Max and RoadKill
- Hand-painted all textures in Photoshop
I was inspired by Assassin's Creed Unity's Clan Hall, and remade it in 3ds Max
- Modeled all objects using 3ds Max
- UV unwrapped all objects, and textured with materials
- Exported to Unreal Engine 4 and used materials, and lights to give the level life
- Rendered a high resolution screen shot through a camera actor in Unreal Engine 4
Ship port level in Unreal Engine 4
- Modeled rowboats, ship docks, crates, wooden ties/anchors
- Unwrapped all models
- Made all textures/materials using Photoshop and Unreal Engine's material editor
- Made the interactive rain material
Using UDK, and all of Epic's meshes, I wanted to create a playable level
- Designed out the layout before placing meshes, to test game play
- Placed all assets, as shown
- Used UDK's lighting
Renders from Autodesk Maya
This train yard scene was textured, lighted, and rendered in Maya
- Lighted used Final Gathering and Global Illumination.
- Used personal photos for train textures, and graffiti.
- Textured rubble, iron rails, wooden ties/planks, railroad sign, wooden pole, and clothes/skin on character. Everything else was used with Maya Materials
- Foliage came from Maya.
- Sky background was done in Photoshop.
- Painting done with acrylics, and was painted on canvas, as a concept for the train yard scene
Lighthouse scene, done in Maya
- Everything modeled in Maya, except foliage, and water
- Unwrapped in Maya, and textured using Photoshop
- Lighting done using Maya's Mental Ray settings
Zbrush Sculpts
This bust was inspired by the orcs from the Lord of the Rings series.
This was a personal creation, that started with a concept, which got developed further, to give more life
This is a self portrait bust. Used front, side, and 3/4 turn pictures, to get proper proportions
Asset Creation
I like Chevrolet's Impala car, so I modeled a version of it in 3ds Max
- Blueprints were used to model correct dimensions
- Used PBR to get the car paint materials
- For the setting around the car, I used my own textures to make materials for both ground and wall
- Used the daylight lighting system to give off more of a realistic feel, and separate lights to enhance the caustics coming off the rims
This axe was inspired by Valve's game Dota2. Modeled in 3ds Max
- Modeled the hi poly, and baked down onto the lo poly, using projection mapping
- Textures made in Photoshop.