Heres a collection of 3D work I've done over the recent years. Tools used are Unreal Engine 4, Autodesk Maya, Zbrush, Substance Painter, and Adobe Photoshop
Here's the trailer (in progress character models/animations) and corner shots of my current in progress thesis, The Judgement of Acius.



A unique asset from my thesis, the Judgement of Acius. It's a wind powered turbine that powers various puzzle devices within the playable space.


The goal of this project was to create a visually sophisticated environment derived from vis dev work done previously. The project was restricted to 150,000 non-instanced triangles, and two 4096x4096 maps of texture space for all models and materials in the space. Based off the smuggler's grotto seen on my Vis Dev page






The goal of project was to take a previously designed boss character and create a fully modeled and rigged character out of it. We were restricted to 75,000 triangles and three 4096x4096 maps of texture space. Based off Ki-Tama, seen on my Vis Dev Page


The goal of this project was to create a hard surface model focused on sub-division modeling, baking high poly details to a low poly models, and creating sophisticated surface definitions. The project was restricted to 10,000 triangles and 4096x4096 texture space. This is based off the design and functionality of the Cloud 9k-3000 seen on my Vis Dev page



The goal of this project was to create a realistic and evocative biome via careful research and replication through the creation of models, textures and materials based off the information found.





The purpose of this project was to create a modular kit that could be used for the art pass of a first person shooter map, retaining the same gameplay experience as its greybox form. The kit was restricted to 20,000 triangles, with a texture space of two 2048x2048 maps, and a maximum number of 8 pieces.




The purpose of this project was to model a real production vehicle (it has to be street legal and reasonably distributed). Limits were 50k triangles and 2048x2048 texture space.





The goal of this assignment was to create a unique character using a base human model and programs like Zbrush and Substance Painter. Restrictions were 25,000 triangles and 2 2048x2048 texture space

