3D ART, GRAPHIC DESIGN, AND ILLUSTRATION
Inspired by young Link's house in Orcarina Of Time, this home is complete with a set of furniture inside. Created using 3Ds Max, Mudbox, and Photoshop.
Model was sculpted in 3Ds Max, then retypologized in Mudbox. Sculpting details were done in Mudbox and converted to Normal Maps. Detailing on the stump was created using a combination of 3Ds Max and Photoshop.
The tree textures were also added on in Mudbox, and Photoshop.
Inspired by young Link's house in Orcarina Of Time, this home is complete with a set of furniture inside. Created using 3Ds Max, Mudbox, and Photoshop.
A fantasy Air-Blimp inspired by Super Mario 64, industrialized textures, and Right Whales. Created and unwrapped using 3Ds Max, textures were done in Mudbox, with Photoshop being used for the final rendered image.
Textures were created using a combination of Mudbox and Photoshop, using textures.com for photo references. References were based mainly off of the Bowhead whale with a mechanical twist (as well as the flying ship from Super Mario 64).
Layout showing the different elements to the ship. All elements were created using 3Ds Max.
A fantasy Air-Blimp inspired by Super Mario 64, industrialized textures, and Right Whales. Created and unwrapped using 3Ds Max, textures were done in Mudbox, with Photoshop being used for the final rendered image.
Dragon Creature created to focusing on modelling, unwrapping, and texturing. Model created in 3Ds Max, Mudbox, and Photoshop. Then the model was imported into a forest scene created in Unity. Additional armor pieces were created in 3Ds Max.
The base model of Eyezasour was created in Sculptris, with retypology and texturing being done in Mudbox. UV unwrapping and rigging was done in 3Ds max using the CAT system.
Dragon Creature created to focusing on modelling, unwrapping, and texturing. Model created in 3Ds Max, Mudbox, and Photoshop. Then the model was imported into a forest scene created in Unity. Additional armor pieces were created in 3Ds Max.
These tubes were an asset in a level to a sci-fi game project. This project was a good test in using LOD's and UV tiling for Unity. Scene was rendered in 3Ds max then brought into Photoshop for retouching.
Textures were created in Photoshop using a variety of realistic materials. The look was grungy, underground, secret lab.
Three-level LOD's were created to be used for a game level I designed in Unity. All LOD's were created in 3Ds Max.
These tubes were an asset in a level to a sci-fi game project. This project was a good test in using LOD's and UV tiling for Unity. Scene was rendered in 3Ds max then brought into Photoshop for retouching.