Personal Works
A series of liminal works, created for no larger project in particular.
Small Town Saloon
This is a depiction of an mid-1800s western saloon, which was completed in the span of only 4 days. During this time, I challenged myself to improve both the efficiency and speed of my creative workflow, and experimented with different types of lighting - especially combining interior with exterior sources.
Shanlian Greenhouse
A brief, 5 day project of an ethnofuturist greenhouse in the mountains. An experiment with foliage and modular assets, as well as outdoor lighting.
All components are modular.
Ollivander's Storefront
Blender, Substance Painter, Materialize, UE4 (2022)
Another foray into Unreal Engine using Materalize, an alternative to Substance Sampler which allows for more free generation of maps and tiling capabilities.
All surfacing files created from images ; rendered in UE4.
Not affiliated with JK Rowling.
Retro Kitchen
Initially created as an experiment in reflection and light physics in UE4, as well as adding delicate subtleties of surfacing and lightwork that aren't present in a lot of my preexisting work.
Kong Dynasty Boardroom
Maya, Blender, Substance (2022)
The modeling for this piece was done in a total of one day, and the surfacing was partially performed using Substance Designer and Substance Sampler, creating materials which I found to be rather realistic. Additionally, this scene was my first study in more complex objects for use of placing into scenes, as opposed to more proxy-level.
Another notable advancement for this piece is the use of Blender nodes to create volumetric fog and an image-based backdrop with emission.
Wall Trim
Maya, Blender, ZBrush, Substance Painter, UE4 (2022)
Initially created as a submission towards a job application which unfortunately never got a response, this wall trim was created from an incomplete scan of a preexisting object.
I was tasked with fixing the scan, as well as modeling the rest of the model and making the pieces tileable. Additionally, I minimized the polycount, optimizing it for any potential in-engine use.
Quarter Circle Trim
I was tasked with fixing the scan, as well as modeling the rest of the model and making the pieces tileable. Additionally, I minimized the polycount, optimizing it for any potential in-engine use.
Spotlight
Blender, Substance (2022)
For this piece, I ended up using a lot of nodes and planes - utilizing the alpha component to its greatest extent previously accomplished. This was an attempt to stylistically match a preexisting art style.