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Turbine Engine made in 3DS Max and rendered with Mental Ray.

Bust done with PBR texture. Modeled in 3DS Max and Mudbox, textured in Substance Painter.

Game ready drink carrier model. A practice in realistic hard surface modeling and texturing between Mudbox and Maya while maintaining a low poly count. Final render done in Maya.

The metal carrier itself from my "Drink Carrier" project. Pictured are breakdowns of the polygons, untextured low poly model, and final beauty render. Textured in Mudbox, modeled in both Mudbox and Maya, rendered in Maya.

A breakdown of the bottle from my full "Drink Carrier" project. Starting on the right is the polygon breakdown with the untextured low poly render to the left and the final beauty render furthest. Modeled and Textured in Maya.

A few angles of my finished ammonite shell with all maps applied. Rendered in Maya.

A breakdown of my ammonite shell project. Diffuse, normal, and displacement maps are displayed to the right with a polygon breakdown to the left and a beauty render furthest to the left. Sculpted and textured in Mudbox, rendered in Maya.

I had been working on the T. Rex skeleton stand alone and decided to place it in the rock wall and give it a half way excavated feel. Sculpted in Mudbox and rended in Maya.

2 of 5 in the "Disasters of Sin" series. Done in Zbrush.

1 of 5 of the "Disasters of Sin" series. These pieces all take cardinal sins and give them a monstrous personification borrowing from the visual style of games such as "Bloodborne" and "Dante's Inferno." Done in Zbrush.

3 of 5 in the "Disasters of Sin" series. Done in Zbrush.

4 of 5 in the "Disasters of Sin" series. Done in Zbrush.

5 of 5 in the "Disasters of Sin" series. Done in Zbrush.
