3D ART | CGI | FX | XR
3D - Modeling; Hard Surface & Organic
Weapons, Vehicles, Character Props for games, simulations & prototyping
01
M4 Carbine
This is a weapon study (out of many pending posts). I chose to apply tactical equipment and other attachments to demonstrate the level of detail required for weapons. This study also is meant to produce results for PBR texturing and lighting for varying kinds of metal, plastic and rubber. The study also helped in refining my approach to masking using PBR tools.
02
Vietnam 1969 - Scene (UE5)
Fictional scene set up at a military camp near the Siagon River. Though the assets are closely reminiscent of
actual military equipment then, the amount of assets will be limited for optimization purposes.
03
Eastern Garden
This project is designed to focus on lighting and texture elements in a scene for Unreal Engine 5. The intent behind this project is to focus more on organic and complex hard surface modeling/Texturing and how image based lighting can emphasize more detail.
04
NASA - Character Composite & ISS Rack
Items produced for the internship at NASA - JSC (Houston, TX). The astronaut was initially created for compositing a VFX scene in NASA's MARS missions pre-visualizations. I pivoted and redesigned it retroactively to honor the Apollo missions. The Hard Surface piece was required for the ISS pre-visualization; JAXA/Kibo Rack based on actual references from the Space Vehicle Mockup Facility (SVMF). References are included in the gallery. This piece was modeled and textured with zero gravity environment in mind.
05
HoloTruck Mayhem
This project was initially created at a Microsoft HoloLens Hackathon. I was asked to go back and improve the models using PBR. The truck is a diecast toy model created for remote control mechanics. The application contained a library of assets used to build a custom track in the user's environment and playspace.
06
Practical VR - Drone
This project was created for an prototype for Microsoft HoloLens Mixed Reality. At the early stages of PracticalVR's Asset Library, we were testing the auto placement feature for holograms in the environment. The prototype was to expand the experience by loading custom made drone racing tracks for users to download and place in their respective environments.
07
Back To The Future - Hoverboard (4k Study)
I created this project in my senior year of my BFA. The goal was to tell a story through texture and show what actual wear/tear would look like on the prop from the movie set. Modeled in 3DS Max, textured in Substance Painter and edited with Substance Designer (seamless textures), this rescued image was the only thing that remained after the death of my Alienware Laptop from school. I hope to redesign this low-poly-game-ready treat and move on to other items from the motion picture film.
08
Back To The Future -Nike Mag (Sculpt Study)
I created this project in my senior year of my BFA. The goal was to recreate the materials used to make the shoe and highlight the futuristic emissive properties. Modeled in 3DS Max, sculpted in Zbrush, textured in Substance Painter and edited with Substance Designer (seamless textures), this project was a challenge for an assignment for Digital Sculpting class. This low-poly-game-ready asset is part of a product visual design study as well.
09
"Skate" - Lowpoly high res/Decal & Texture
I created this project with inspiration from EA's Skate games. I wanted to create simple board materials in Substance Designer and work with the texel density for decal placement. I'm going to continue building from this project with fx, animation and other styles of texture (worn, wet, dry/rot, slightly used etc...). Here is a preview of this asset WIP.