Portfolio
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Here are some assets that I modeled/unwrapped in 3ds Max and textured in Substance Painter.
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Here I created a custom rig for the default ZBrush Bug model and animated/rendered it in Maya.
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This was an animation that I created using Source Film Maker that received an honorable mention at the 2019 Nevada Scholastic Art Challenge.
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Here is an animation that I motion captured, cleaned the data for, and retargeted the model I got from
https://sketchfab.com/3d-models/mma-kick-e22c41d62baa49cd897f088c3a508d44 using Cortex and MotionBuilder. |
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Here is an animation that I motion captured, cleaned the data for, and retargeted the model I got from
https://sketchfab.com/3d-models/mma-kick-e22c41d62baa49cd897f088c3a508d44 using Cortex and MotionBuilder. |
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Here I have my motion capture animations brought into Unreal as well as a blend shape facial animation with the corresponding audio, as well as an influence objects animation.
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Here is an animation I made in Maya and Unreal Engine.
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Here is an environment where I modeled/unwrapped assets in Maya/3ds Max, made custom materials using Substance Designer, textured assets using Substance Painter, and lit the scene in Unity.
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Here is an environment where I modeled/unwrapped assets in Maya/3ds Max, made custom materials using Substance Designer, textured assets using Substance Painter, and lit the scene in Unreal Engine.
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Here is an environment where I modeled/unwrapped assets in Maya/3ds Max, made custom materials using Substance Designer, textured assets using Substance Painter, and lit the scene in Unreal Engine.
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Here is a tutorial I made teaching how to make the opacity map work in Substance Painter.
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Here are assets that I modeled, unwrapped, textured, and/or retopologized while working for Traffic Cop.
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Here are some character animations, storyboards, and UI mockups I made while working for Rein and Rebellion.
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Here is the Ice Cave portion of the map that I built out in Unreal Engine while being the art lead for Cryptid Fields.
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Here is some pixel art I made for a game prototype.
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