
SKETCHFAB INTERACTIVE GALLERY
game object & Character design
I designed these in order to learn the ins and outs of game asset modelling in Maya and ZBrush.
Being formally taught ZBrush and different texture methodologies like vertex painting, trim sheets and UV sets was a great experience.
My deep interest in various Japanese media has rubbed off on this exercise. I wanted to make sure the textures reflected the rather unique sci-fi-esque knight character design.
3d Print honda Civic
I was commissioned to make this 1995 Honda Civic for a 3D print. I created the model using Autodesk Maya, referencing live photos. I modified it to be exaggerated in some details so it would print without building too thinly.
I hope to try a new method of car modelling for my next attempt, modelling with paneling, and comparing poly-modelling and Nurbs workflows.
ASSASSIN AT WORK
This was my first attempt at modelling a gun. It had its challenges, since this project I have more experience in properly managing shape interactions.
I decided to test my ability to balance colour and its tactile properties appropriately at a relatively realistic level.
Being that it was already subdiv'd I couldn't make a space saving normal map for my marmoset preview so when I get to my next project hopefully I can test it out once again.
Steampunk Garage
As part of a steampunk garage project I decided to build two different types of vehicles in two different approaches.
I used Maya, Renderman, Substance Painter and Marmoset Toolbag during the project. There is just something about vintage things that make them so charming. inspired by the 1924 Nash Touring Car, I really pushed myself to adapt a real world design to create the car model. The Tank was then created purely through internalised concepting. I applied logical functionality to add to the realism of the design and make it truly fit within its space.