Modeling

Here is some of my modeling work. There is a lot that needs to be added but due to a strict NDA I can not show it yet.





This is a highland scene that I am working on. I still need to add more vegitation variation and props. Terrain was done in World Machine, ricks in Zbrush, and materials in Substance Designer and some are from a material Pack. This is all in Unreal Engine. 




This was another section of the vault interior that I created for the Ryze piece. It was the landing area where he teleported into. I sculpted all of the environment and assisted on the texture look dev. 




This was one of the vault interior shots that I had sculpted. I approached it as a game where I created some high detailed modular pieces to built out the environment. I used a combination of Zbrush and substance designer to achieve the desired look. 



Here is some Environment work That I had done for the Ryze piece that we did at Riot Games. I sculpted all of the trees excepted the hero in the foreground, that was done by Aaron Hamman. I originally was assigned all of the interior shots but I finished them pretty quickly so I assisted with this one. On top of figuring out the look of the trees, we also had to figure out how to populate them with the foliage. I used speed to since it allowed me to quickly create various branches while focusing on shape and silhouette and the workflow allowed for quick iterations.





This was a fun piece. I wanted to doing something that had a nice mixture of organic and hard surface modeling. the piping was all sub-d modeling in maya while the rest was sculpted in zbrush. Overall this took me about a week. 



Modeled and set dress the trash bags and container.


Modeled and simmed the tarps over the buildings.


Modeled all of the sheet poses throughout this long shot and some of the props and set dressed.


Modeled all of the sheet poses.



Modeled and textured the cabinet, switch board and the the interior wall and lights.



Textured all of the fence, house and did parts of the set dressing


Sculpted the frame and created the shader.


Modeled and textured the post box and interior walls. 


I also modeled and textured all of the Billboards in this shot. Jacqueline Jocson painted the advertisements. For this project I relied heavily on masking rust, grime and dirt.






For this Avengers show, I modeled and textured all of the buildings and props. Here are some of the Assets that I created. Models done in Maya, Texures in Photoshop.

This is a rework of an older project. The model is pretty low res. All of the texture work was done in Substance painter with some base materials created in substance designer.

With this one, I sketched out an idea and did some test with Hard Surface modeling in Zbrush. the The trees was also sculpted in ZBrush but I used mudbox for all of the texturing.

This was an environment for a game that some coworkers and I did. All of the work was modeled for use in CryEngine 3. All of the models and textures were done by me.

This was for a shooter that was being created at Lockheed to train soldiers in battle. I was not able to show more works but as Environment lead I was responsible for creating a lot of assets that ranged from urban to desert and was in charge of most of the level design and lighting. The engine that we were using was Cry Engine 3. I did all of the modeling and texture work.

This was just a quick speed sculpt that I did a while back. It took roughly an hour.



This was a model that I did for a commercial. I do not have the final renders but here are some of my test renders. Shaders are rough and needed improvement but we only had a short period of time to do the work.