
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.
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Being formally taught ZBrush and different texture methodologies like vertex painting, trim sheets and UV sets was a great experience.
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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.