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'Quadruped Alien' - ZbrushThis project was my first attempt in sculpting an organic creature in Zbrush. The process first started using a 3D polymesh sphere and stretching it into the form, then used the Dynamesh tool to regulate the topology. As the scultping process went on when there wasn't enough topology, I increased the Dynamesh resolution from 32 to 64 to add more details such as the 'mantis arms' from the front. I went to sculpt more details on the model to make it look more like hanging skin, muscles and boney appendages, starting from the head all the way down to the tail. I also doubled the resolution to 128 to make the details look smoother. I then inserted 3D polymesh cones and scultped them into the 'spikey mane' on the back of the neck. The last stage of the process was polishing up the facial details and then adding more polymesh shapes for the eyes and teeth, as well as the claws for the feet. Special thanks to Ken Barthelmey whom made the concept art I referenced the creature from.
Slideshow features screenshots 1-5 and reference image/final model. Video is small breakdown between stages of sculpting. |
Donut and Coffee - BlenderThis was my first 3D Art project made only using Blender 3D. I was taught the basic fundamentals and tools from Andrew Price aka Blender Guru via YouTube. I was amazed how capable the 3D program having so many tools at disposable, and was both free and open-sourced. I wanted to get more experience using other programs other than Autodesk Maya, as I know more programs are starting to become industry standard and studios required more people to become flexible in more than just one program. I enjoyed getting hands on experience in Blender 3D and hope I'll get to work on more projects using Blender 3D.
Video above is Final Rendered Animation. Shots below are Progress Render 1-4. |
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'Mobile Classroom' Prototype- Teachers On WheelsFrom volunteering on my own time, I've partnered with Teacher on Wheels co-founder, Denis Jacobi to assist him and his organization on previsualizing a 3D prototype 'mobile classroom' that is able to move remotely on wheels and self-expand into an indoor classroom. Teachers on Wheels is a non-profit, charitable organization with their mission in making education more accessible in Central/Southern Asia, India and rural areas with very limited access to education. With Teachers on Wheels, they believe their mobile classrooms will greatly benefit both children and adults accessibility to a decent education; improving literacy, numeracy and providing a better quality of living.
The design concept of this prototype was to use the body of a 20ft shipping container and reinforced machinery to expand the walls outwards, creating an indoor space that can fit a capacity of 21: fitting a single teacher and 20 students, with a professors desk and a U-formed seating arrangement. The classroom provides 8 windows on all corners of the room for outdoor lighting/air conditioning, as well as 2 accessible outlets and ceiling lights for late evenings, powered by a generator. The mobile classroom expansion can be operated by a single individual, as well as closing. All assets/video was developed in Autodesk Maya, and thanks to Denis Jacobi for providing the organization logo on the sides. |
Assets from Theia
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Sci-Fi HallwayThis project challenged myself into creating modular hallway designs with repeating assets. I also used Substance Painter's unique baking features to apply a variety of floaters on the walls, ceilings, and floor parts, adding more detail using less tri-count. I exported five textures maps and applied them on a singular material shader in Unity. I played with some of the lighting and camera attributes to make the environment more dark and 'Sci-Fi', and used pre-made sound effects.
Screenshots 1-4 taken in Unity Engine. |
Valley BlacksmithThis project consisted of creating a environment with a small group of assets together to make a 'medival' scene. I first created list of assets with excepted deadlines, from modeling, UV'ing, texturing. Then exported the models to Unity and organized them individually to 'fit' together. I created the environment around the assets using Unity's land generator, with ground textures and generated trees. The last thing was adding particle effects for the fire and smoke for the furnace asset, then I shot a flythrough with Unity's Camera editors.
Screenshots 1 - 2 taken in Unity Engine The 3 full assets/wireframe screenshots were taken in Substance Painter |
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'Nile River' Level EnvironmentThis was the result from a small group project from Asset Production course from Chico State. The project was based on recreating an evironment from a selected list of games, and our group chose to recreate an enviroment from Assassin's Creed Origins. Before we began production, we planned out which assets my teammates and I wanted to create through a short deadline period. We had weeklies to review everyone's progress and see which assets were being made. On my part, I modeled some vases, fire braziers, sailboats, and the main temple foundation. The objective is for the player to find the Nile Temple and explore inside to find the 'legendary dagger' and escape through the 'secret exit'.
Screenshots 1-5 taken in Unity Engine. |