3D​

Sea Book: Modeled in Maya and 3ds Max. Textured in Substance Painter and Photoshop. One 2048 x 2048 texture. 4328 tris. Diffuse only - all highlights and shadows handpainted. Original concept by Ilona Minajeva.
Sea Book handpainted prop

Sea Book handpainted prop
Sea Book handpainted prop
Sea Book handpainted prop
Sea Book handpainted prop

 

Shard of Abundance handpainted dagger. Modeled in Maya (and bit of 3ds Max). Textured in 3D-Coat with a bit of Photoshop. Diffuse only - all highlights and shadows handpainted. 1024 x 2048 px texture (plus 32 x 4 px FX texture). 3236 tris including double-sided FX tris twice. The concept is by Julio Nicoletti and I got a lot of C&C from Handpainters Guild as I worked on this.

Shard of Abundance low-poly handpainted dagger
Shard of Abundance low-poly handpainted dagger - UVs and texture


Freaky Creatures: Props for PC game by Abandon Interactive. Modeled in Maya and textured in Photoshop.


 

Battle Ax personal project - 3ds Max, ZBrush, Photoshop, Marmoset Toolbag.


Rockband: I modeled and textured all the variations of the Fender Jaguar guitar for the first Rockband game. Some of the images are from the proprietary engine and some were recreated in other engines. I did various other tasks on Rockband such as converting the bonus guitars to bonus basses, and misc cleanup on various instruments and amps.

 

Sledgehammer: Personal challenge to make a complete 3D asset quickly, so I picked something really simple that I could do in a few hours spare time over 1-2 weeks. Realtime model is 944 tris. High poly sculpt in ZBrush. Textured in Substance Painter. One 2048K texture set - albedo, roughness, metallic, normal.

 

Killzone 2: I did just a bit of work on Killzone 2 on Playstation 2.

 

Flashlight: Personal project realistic prop.

 

Saturn V rocket: I created a dissectable model of the first rocket to the moon, the Saturn V, for Cyber Science 3D interactive educational software. I looked up technical schematics recreate the different stages of the rocket including interior pieces.

I created some flat-shaded (unlit) very stylized characters for Dad by the Sword by Rocketcat Games. It was a fun project - the concepts were pretty funny and intentionally ludicrous.

I modeled and textured this character for a CGsociety.org Advanced Video Game Character Creation class. Katon Callaway taught the class and designed the character. I used Maya, ZBrush, Photoshop, and Marmoset Toolbag.

 

I created many human and animal anatomical models for Cyber Science 3D's Cyber-Anatomy product. Below are some muscle and bone models I created. Most of my work here was sculpting, texturing, and baking maps - the realtime meshes were provided to me.

Wayfair Patio Playground: For Patio Playground, e-commerce home goods company Wayfair's VR experience on Oculus Rift, my main tasks were creating models and textures. It was a small team so we all contributed - I also did a lot of work in Unity - in-engine art asset setup, scene setup, lighting, and performance optimization, as well as a bit of UI and UX.

 

I had the privilege of working on a 3D reconstruction of the ancient city of Morgantina that currently exists only in ruins. I accompanied archaeologists and a small software dev team onsite in Aidone, Sicily. The app is for mobile VR and AR, and it was built to detect the correct location of the virtual buildings onsite in Sicily using Google Tango. I worked from existing photos plus additional reference photos I took onsite, as well as terrain photogrammetry and site architects' CAD reconstructions of the floorplan of the Agora of Morgantina.