A collection of recent modeling and surfacing work I did for "Go, Dog. Go!" which came out October 2023.
Assisted in this production as a Modeling/Surfacing Artist (and later as a Lighting/Compositing Artist).
Worked closely with Concept Design Team, Rigging, and Lighting/Compositing.
Responsible for modeling and surfacing building sets, character variants, costumes, XGen fur/hair transfers, vehicles and additional props. (Later on was responsible for compositing shots as a Lighting/Compositor using Nuke)
Programs used include Autodesk Maya, Substance Painter, Photoshop, (Nuke as Lighting/Compositor).
A collection of recent surfacing work I did for "Sonic Prime" which came out late 2022.
Assisted in this production as a Modeling/Surfacing Artist (with focus on Surfacing). Worked closely with Modeling and Concept Design Team. Responsible for surfacing interior/exterior set props, buildings, character costumes, foliage/rock, and vehicles.
Programs used include Autodesk Maya, Substance Painter, Photoshop and Katana.
A collection of recent surfacing work I did for "Team Zenko Go" which came out 2022.
Assisted in this production as a Surfacing Artist working closely with Modeling and Design Team. Helped in surfacing interior/exterior set props, buildings, character costumes, foliage/rock, and vehicles.
Programs used include Autodesk Maya, Substance Painter, Photoshop and Katana.
An original stylized character I made for fun during my personal time based on a fantasy story I am creating.
Ezra is a young man from a small desert village who discovers he has an affinity for magic. He sets off on a journey in order to better understand his powers and to search for his destiny.
Modeled in Maya/ZBrush, Textured in Substance Painter, Rendered in Marmoset.
Artstation Link:
https://www.artstation.com/artwork/earR5J
In the year 2080, the advent of artificial intelligence brought forth massive international division towards the attitudes regarding machine personhood. Havana, a once neutral territory in the ongoing conflict between the Vanguards and Loyalists has become a battleground, deciding the fate of the future of humankind.
For my demo reel, I wanted to showcase my ability to tell stories through framing, lighting and composition.
I was heavily inspired by questions regarding potential issues that might arise in the future.
One of the biggest questions that came to mind is the potential civil unrest that might arise from the advent of the singularity.
Specifically, the debate of personhood for artificial intelligence: will sentient machines share the same civil rights as we do?
The key inspirations for my scenes came from a variety of sources, but most of them consist of cyberpunk references found from other amazing artists on Artstation.
While trying to come up with a consistent theme for a story, I was interested in creating a vision of a moody, dystopian futuristic city.
I was initially influenced by Final Fantasy XV's city, Lestallum, and wanted to create a similar environment that was rundown, and futuristic, but also seemed familiar and vintage.
Upon further research, I found that FFXV’s main reference for their city, Lestallum, came from Cuba, Havana, and immediately set about trying to study different spanish colonial architectural styles.
I wanted to create a scene that had an interesting contrasting dynamic between something traditional, but also very new.
A lot of the level design and composition found in my scenes were also inspired from Blade Runner, and other artists on Artstation.
SungWook Jang's work on Blade Runner, as well as Cornelius Dämmrich, and his elegant use of asymmetrical one-point perspective, come to mind in particular for learning how to block scenes out.
For prop design, I closely followed Maarten Hof and his attention to prop detail and modularity.
By studying how he created his specific props- and what programs he used to create the texture and detail of the assets, (as well as understanding PBR workflow) I learned how to plan and map out my environment in a way that was both artistic but cost-effective.
Overall, the project took around 7 months to complete (with some assets already previously built beforehand) and challenged and pushed my artistic skills beyond my perceived limits.
I learned a lot during the process, and am very thankful to my family, friends, and mentors for all the support they have given me throughout this entire experience.
Modeled/UV Mapped in Maya, Normals baked with NDO, Textured in Photoshop/Substance Painter, Rendered using Unreal Engine 4.
Artstation Link:
https://www.artstation.com/artwork/gZP8Z
A rusted and beaten down 1934 Hudson Terraplane convertible.
Time has aged this old automobile for many years. It is clearly worn down and must have had it's own fair share of adventures.
The Aged Terraplane was initially modeled as a passion project based on a real life photo of a friend’s car. I wanted to create a prop that showcased my skills in hard surface modeling, and create an asset that could be later used in an environmental scene. I then later added rust and dirt to give it a more weathered look.
Credits to the Zanghellini-Silva family for providing the reference.
Modeled/UV Mapped in Maya, Textured in Photoshop, Baked with NDO/Substance, Rendered in Marmoset.
Artstation Link:
https://www.artstation.com/artwork/BqKnA
My first attempt in creating stylized 3D art.
The design concept for the sword was based on a personal fantasy story that I'm creating.
More to come soon!
Modeled in Maya/ZBrush, Textured in Photoshop/Substance Painter, Rendered in Marmoset.
Artstation Link:
https://www.artstation.com/artwork/mqL5nY
"Boy oh boy... The price of freedom is steep."
A 3D model of Final Fantasy 7's Buster Sword which I made a while back but never got around to posting.
I figured to commemorate FF7's 25th anniversary and with Crisis Core Reunion coming out this winter, now's as good a time as any to finally post my old work!
Modeled in Maya/ZBrush, Textured in Substance Painter, Rendered in Marmoset.
Artstation Link: https://www.artstation.com/artwork/NGkokg
The first set of props for my city assets collection library.
Had a lot of fun using the projection spotlight in Substance Painter.
The inspiration for this project came from Maarten Hof and Clinton Crumpler’s asset development as they created their own environmental scenes.
I wanted to try my hand in creating something similar for my environmental demo reel, so I did a lot of research studying materials and looking at photographs of different city props.
Modeled/UV Mapped in Maya, Textured in Photoshop/Substance, Baked with NDO/Substance, Rendered in Marmoset.
Artstation Link:
https://www.artstation.com/artwork/XLmG3
The second set of props for my city assets collection library.
Modeled/UV Mapped in Maya, Textured in Photoshop/Substance, Baked with NDO/Substance, Rendered in Marmoset.
Artstation Link:
https://www.artstation.com/artwork/Pwn03
The third set of props for my city assets collection library.
For this set, I started to play with emissives for some shop signs, and started doing some research on Pinterest of local signs that could be found in the city of Havana, Cuba.
Modeled/UV Mapped in Maya, Textured in Photoshop/Substance, Baked with NDO/Substance, Rendered in Marmoset.
Artstation Link:
https://www.artstation.com/artwork/32BPJ
The fourth set of props for my city assets collection library.
Modeled/UV Mapped in Maya, Textured in Photoshop/Substance, Baked with NDO/Substance, Rendered in Marmoset.
Artstation Link:
https://www.artstation.com/artwork/x55km
Door props for my city assets collection library.
Started to look into some Spanish Colonial Architecture, and how they style ornaments on their doors.
Modeled/UV Mapped in Maya, Textured in Photoshop/Substance, Baked with NDO/Substance, Rendered in Marmoset.
Artstation Link:
https://www.artstation.com/artwork/8JJ3E
A steampunk-style building I created for a 1 week art test at KitBash3D.
The concept design is exclusive property of KitBash3D and was provided for evaluation purposes.
Modeled/UV Mapped in Maya, Normals Baked with NDO, Textured in Photoshop/Substance Painter, Rendered in Marmoset.
Artstation Link: https://www.artstation.com/artwork/zAONdD
A modular architectural piece of a small store flat. The inspiration for the model came from buildings surrounding Gastown in Vancouver.
Modeling was done in Maya, Textured in Photoshop, Normals done in NDO, Additional Maps baked in Substance, Rendered in Marmoset.
Artstation Link:
https://www.artstation.com/artwork/oqGq4
A small project I undertook trying my hand with creating my own windmill. I borrowed heavily from the aesthetics of ancient temples in Ayuthaya and the Golden Dome in Jerusalem. Also inspired by K M's steampunk style windmill illustration in Artstation.
Modeled in Maya, textured in Photoshop, baked normals with Quixel, added gloss/spec and other additional maps in Substance Painter, Rendered in Marmoset.
Artstation Link:
https://www.artstation.com/artwork/1V9gL
My take on some sci-fi inspired walls.
Textures were focused and made primarily in Photoshop with Quixel to bake normal maps and add gloss/spec.
Rendered in Marmoset.
Artstation Link:
https://www.artstation.com/artwork/W0dNG
A quick model I whipped up in Maya, with an emphasis on trying to focus on modularity and realism.
The model was later put to Quixel for texturing, and rendered in Marmoset.
Artstation Link:
https://www.artstation.com/artwork/ARzxm
A turnaround model I created based on the famous Parthenon.
The modelling and UV mapping for the Ruins of Parthenon was done in Maya, split in 3 parts: the base, the ceiling, and the interior ruin.
I researched blueprints of the actual Parthenon and implemented the proportional scaling in Maya. The AO and Normal maps were then baked in xNormal, and the textures were later added using Quixel.
Lights and Fog for rendering were then added using Marmoset.
Artstation Link:
https://www.artstation.com/artwork/w3gWZ
My first fully realized 3D prop asset.
I was really inspired by the tavern wells commonly found in Elder Scrolls games, and wanted to try my hand creating something similar.
Modeled/UV Mapped in Maya, Textured in Quixel, Rendered with Marmoset.
Artstation Link:
https://www.artstation.com/artwork/qwgGz
My third substance designer material!
Focused on creating a realistic wooden plank texture, while making a more concise node workflow for my substance designer archive.
Made with Substance Designer.
Artstation Link:
https://www.artstation.com/artwork/4b1w52
A combination of my Rock Base + Dirt Ground and additional dirt, and water puddles.
Fully driven with custom built-in parameters.
Learning curve was pretty challenging for this one, but overall, pretty happy with the result!
Made with Substance Designer.
Artstation Link:
https://www.artstation.com/artwork/4b1wQl
First time using Substance Designer! 8D
Created a rusted metal material by combing two materials (rust and metal) with a built-in rust amount and rust contrast parameter.
Hopefully the first of many substance designer materials to come!
Made with Substance Designer.
Artstation Link:
https://www.artstation.com/artwork/RYqkoW