ASHOKA // Peridea Landscape 02
ASHOKA // Peridea Landscape 02 Overall scene assembly using photogrammetry / custom modelled assets to create the desired look and feel for these full sequence of shots. Matching of live action lighting and material lookdev.
ROGUE ONE // Eadu Canyon
ROGUE ONE // Eadu Canyon Modelling, texture and lighting of Eadu Canyon environment. Including of rain shader for all rocks as well as interactive lighting of the X-wing lights and engines.
ASHOKA // Peridea Landscape 01
ASHOKA // Peridea Landscape 01 Overall scene assembly using photogrammetry / custom modelled assets to create the desired look and feel for these full sequence of shots. Matching of live action lighting and material lookdev.
GREAT WALL // Full Environment 02
GREAT WALL // Full Environment 02 Terrain modelling, texturing, detailing with additional DMP projection work.
BUMBLEBEE // Cybertron Fight Arena 02
BUMBLEBEE // Cybertron Fight Arena 02 Modeling, texturing, shading and lighting of Cybertron city environment for this specific custom fight arena sequence.
RED NOTICE // Church Room Extension
RED NOTICE // Church Room Extension Recreated and added the full top floor as well as all plastic and scaffolding covering the walls as needed. Modelling, texturing, lighting.
RISE OF SKYWALKER // Death Star II Ruins 04
RISE OF SKYWALKER // Death Star II Ruins 04 Created the overall layout for this sequence by blocking out sections were each beat of the battle could take place. I handled the modelling, texturing, shading, lighting of all midground - far background debris pieces and monoliths. Tried to pull from a lot of the shapes and iconography from Return of the Jedi and the design language of the original second Death Star.
gal_bub_03BUMBLEBEE // Cybertron Fight Arena 03
gal_bub_03BUMBLEBEE // Cybertron Fight Arena 03 Modeling, texturing, shading and lighting of Cybertron city environment for this specific custom fight arena sequence.
READY PLAYER ONE // Incipio Environment 01
READY PLAYER ONE // Incipio Environment 01 Modeling, texturing, shading and lighting of full Incipio city environment. Small FX simulations for wind in sails. Creation of far distant crowd agents for background movement.
RED NOTICE // Waterfall Environment 01
RED NOTICE // Waterfall Environment 01 Model, texture, shading, lighting of the full environment based of location scouting of the client. Created custom vegetation with secondary animation to give life to the scene.
SNOW WHITE & THE HUNTSMAN // Black Army Soldiers 01
SNOW WHITE & THE HUNTSMAN // Black Army Soldiers 01 Low-poly versions of the higher poly Black Knight asset to use for large overhead shots.
WAKANDA FOREVER // Steptown District
WAKANDA FOREVER // Steptown District Developed the location, layout and integration of a new section of Wakanda for this film. Had to build in a way that could be flooded and work with water sims. Used many previous Wakanda buildings as a base and began to populate the area as well as create custom new buildings and vegetation.
MANDALORIAN // MOS PELGO 01
MANDALORIAN // MOS PELGO 01 Used the photogrammetry data of the small studio set to rebuild and extend the town into many more buildings to fill out this small town. Modelling, texturing, surfacing of all buildings, assets, props and sand. Lit to match the live on set performances.
MANDALORIAN // MOS PELGO 02
MANDALORIAN // MOS PELGO 02 Used the photogrammetry data of the small studio set to rebuild and extend the town into many more buildings to fill out this small town. Modelling, texturing, surfacing of all buildings, assets, props and sand. Lit to match the live on set performances.
MANDALORIAN // MOS PELGO 03
MANDALORIAN // MOS PELGO 03 Used the photogrammetry data of the small studio set to rebuild and extend the town into many more buildings to fill out this small town. Modelling, texturing, surfacing of all buildings, assets, props and sand. Lit to match the live on set performances.
GREAT WALL // Full Environment 01
GREAT WALL // Full Environment 01 Modeling, texturing, shading and lighting of full 3D environments (desert scrub environment behind wall, scorched, blackened, craggy environment in front of wall).
READY PLAYER ONE // Incipio Environment 03
READY PLAYER ONE // Incipio Environment 03 Modeling, texturing, shading and lighting of full Incipio city environment. Small FX simulations for wind in sails. Model augmentation for billboard asset.
STAR TREK INTO DARKNESS // Federation Headquarters
STAR TREK INTO DARKNESS // Federation Headquarters Modeling, texturing, shading and lighting of additional building extension. Smaller deco lighting added as needed.
THE CREATOR // Alphie's Vault Room & Door
THE CREATOR // Alphie's Vault Room & Door Modelled the room, vault door as well as texturing, surfacing and animation of everything within for all shots including them from the front angles.
AVENGERS : ENDGAME // NYC Streets 01
AVENGERS : ENDGAME // NYC Streets 01 Full CG environment. Responsible for modelling, texturing/shading, lighting and rendering everything within the shot including cars, destruction, buildings, etc.
AVENGERS : ENDGAME // NYC Streets 02
AVENGERS : ENDGAME // NYC Streets 02 Full CG environment. Responsible for modelling, texturing/shading, lighting and rendering everything within the shot including cars, destruction, buildings, etc.
AVENGERS : ENDGAME // NYC Streets 03
AVENGERS : ENDGAME // NYC Streets 03 CG environment behind plate foreground. Responsible for modelling, texturing/shading, lighting and rendering everything within the shot including cars, interactive Hulk destruction, buildings, etc. Additional DMP projection detail where needed.
READY PLAYER ONE // Incipio Environment 02
READY PLAYER ONE // Incipio Environment 02 Modeling, texturing, shading and lighting of full Incipio city environment. Small FX simulations for wind in sails. Creation of far distant crowd agents for background movement.
RISE OF SKYWALKER // Death Star II Ruins 02
RISE OF SKYWALKER // Death Star II Ruins 02 Created the overall layout for this sequence by blocking out sections were each beat of the battle could take place. I handled the modelling, texturing, shading, lighting of all midground - far background debris pieces and monoliths. Tried to pull from a lot of the shapes and iconography from Return of the Jedi and the design language of the original second Death Star.
ROGUE ONE //  Shuttle Landing Platform
ROGUE ONE // Shuttle Landing Platform Modelling, texture and lighting of Eadu Canyon environment and Shuttle Landing Platform. Including of rain shader for all rocks and landing bay surfaces.
ASHOKA // Peridea Landscape 03
ASHOKA // Peridea Landscape 03 Overall scene assembly using photogrammetry / custom modelled assets to create the desired look and feel for these full sequence of shots. Matching of live action lighting and material lookdev.
JOURNEY 2 // Nautilus Vehicle 01
JOURNEY 2 // Nautilus Vehicle 01 Modelling, texturing, shading of Nautilus vehicle.
GREAT WALL // Full Environment 03
GREAT WALL // Full Environment 03
RISE OF SKYWALKER // Death Star II Ruins 05
RISE OF SKYWALKER // Death Star II Ruins 05 Created the overall layout for this sequence by blocking out sections were each beat of the battle could take place. I handled the modelling, texturing, shading, lighting of all midground - far background debris pieces and monoliths. Tried to pull from a lot of the shapes and iconography from Return of the Jedi and the design language of the original second Death Star.
SOLO // Crashed AT-Hauler and Debris Field
SOLO // Crashed AT-Hauler and Debris Field Modelled, texture, shading of AT-Hauler in crashed damage state. Modelling, sculpting, shading, lighting of snow debris field.
SNOW WHITE & THE HUNTSMAN // Black Army Soldiers 02
SNOW WHITE & THE HUNTSMAN // Black Army Soldiers 02 Modelling of high poly Black Knight. Added additional detail per client request per shot.
JOURNEY 2 // Nautilus Vehicle 02
JOURNEY 2 // Nautilus Vehicle 02 Modelling, texturing, shading of Nautilus vehicle.
ROGUE ONE // TIE Hangar Interior
ROGUE ONE // TIE Hangar Interior Modelling, lighting, shading, lighting of interior TIE Hangar, interior assets and outside Eadu canyon environment.
STAR TREK INTO DARKNESS // Bird of Prey
STAR TREK INTO DARKNESS // Bird of Prey Modelling and detailing of Klingon Bird of Prey. Modelling, texturing and shading of distant city environment.
MANDALORIAN // MOS EISLEY
MANDALORIAN // MOS EISLEY Rebuilding of Mos Eisley from Star Wars: A New Hope. Only the extreme foreground where Mando and a small handful of actors was actually filmed. Built out the entirety of the city for this angle including all assets and props. Modelled, textured, shaded as well as lit the city. Added additional distant crowds to fill the city out as well as rendered distant starships flying away to add more traffic and life to the shot.
RISE OF SKYWALKER // Death Star II Ruins 03
RISE OF SKYWALKER // Death Star II Ruins 03 Created the overall layout for this sequence by blocking out sections were each beat of the battle could take place. I handled the modelling, texturing, shading, lighting of all midground - far background debris pieces and monoliths. Tried to pull from a lot of the shapes and iconography from Return of the Jedi and the design language of the original second Death Star.
WARCRAFT // Ironforge
WARCRAFT // Ironforge Modelling, texturing, shading of Ironforge environment: including distant city assets and buildings. Foreground set extension of bridge.
WARCRAFT // Final Battle Environment
WARCRAFT // Final Battle Environment Modelling, texturing, shading and lighting of Orc war camp environment. Specifically all ground and vegetation and orc tower/tent structures.
RED NOTICE // Tunnel Chase Section
RED NOTICE // Tunnel Chase Section Specifically took the straight tunnel that had been look developed and created a new area for the actor cars to swerve around and avoid. Modelled and sculpted new custom pieces and debris as needed. Texture, shaded as well as environment lighting for the tunnel and vehicle interactives.
AVENGERS : ENDGAME // NYC Streets 04
AVENGERS : ENDGAME // NYC Streets 04 CG environment behind plate foreground. Responsible for modelling, texturing/shading, lighting and rendering everything within the shot including cars, interactive Hulk destruction, buildings, etc. Additional DMP projection detail where needed.
JOURNEY 2 // Eel Monster 01
JOURNEY 2 // Eel Monster 01 Concept, model, texturing of Eel monster.
JOURNEY 2 // Eel Monster 03
JOURNEY 2 // Eel Monster 03 Concept, model, texturing of Eel monster. These were iterative renders and concepts for client approval.
GET SMART // 747 Airplane
GET SMART // 747 Airplane Model, texturing of 747 plane asset.
STAR TREK INTO DARKNESS // Q'onoS Environment 01
STAR TREK INTO DARKNESS // Q'onoS Environment 01 Modelling and detailing of Klingon Bird of Prey. Modelling, texturing and shading of distant city environment, usually composed custom per shot.
BUMBLEBEE // Cybertron Fight Arena 01
BUMBLEBEE // Cybertron Fight Arena 01 Modeling, texturing, shading and lighting of Cybertron city environment for this specific custom fight arena sequence.
JOURNEY 2 // Eel Monster 02
JOURNEY 2 // Eel Monster 02 Concept, model, texturing of Eel monster. It actually made it to one of the movie posters! <3
SNOW WHITE & THE HUNTSMAN // Black Army Helmet
SNOW WHITE & THE HUNTSMAN // Black Army Helmet Concept and initial base modelling of Black Knight helmet destruction. Base used for simulated destruction.
STAR TREK INTO DARKNESS // Q'onoS Environment 03
STAR TREK INTO DARKNESS // Q'onoS Environment 03 Modelling and detailing of Klingon Bird of Prey. Modelling, texturing and shading of distant city environment, usually composed custom per shot.
WARCRAFT // Lion's Pride Inn
WARCRAFT // Lion's Pride Inn Modelling, texturing, shading, lighting and final rendering of the Inn and forest environment behind FG plate. Sky created as a cyc for the shot.
ROGUE ONE // TIE Hangar  Exterior
ROGUE ONE // TIE Hangar Exterior Modelling, lighting, shading, lighting of interior TIE Hangar, interior assets and outside Eadu canyon environment.
STAR TREK INTO DARKNESS // Q'onoS Environment 02
STAR TREK INTO DARKNESS // Q'onoS Environment 02 Modelling and detailing of Klingon Bird of Prey. Modelling, texturing and shading of distant city environment, usually composed custom per shot.
RISE OF SKYWALKER // Death Star II Ruins 01
RISE OF SKYWALKER // Death Star II Ruins 01 Created the overall layout for this sequence by blocking out sections were each beat of the battle could take place. I handled the modelling, texturing, shading, lighting of all midground - far background debris pieces and monoliths. Tried to pull from a lot of the shapes and iconography from Return of the Jedi and the design language of the original second Death Star.
RED NOTICE // Waterfall Environment 02
RED NOTICE // Waterfall Environment 02 Model, texture, shading, lighting of the full environment based of location scouting of the client. Created custom vegetation with secondary animation to give life to the scene.
SNOW WHITE & THE HUNTSMAN // Black Army Flags
SNOW WHITE & THE HUNTSMAN // Black Army Flags Modelling, sculpting and simulation for all flags.
Geemer Baked Asset
Geemer Baked Asset High poly model used to bake and project normal detail onto low poly mesh creature. Render of low poly asset with baked detail map applied.
NEVERWINTER NIGHTS 2 // Character Heads
NEVERWINTER NIGHTS 2 // Character Heads In-game player/NPC heads with baked normal maps from personally sculpted high poly versions. Custom diffuse maps painted for all heads to work with the in-engine tint mapping system.
Unreal Room Study
Unreal Room Study WIP environment for a personal unreal project. Hard surface sci-fi look and vibe.
DUNGEON SIEGE 3 // Dungeon Room Assembly
DUNGEON SIEGE 3 // Dungeon Room Assembly Modularly modelled crypt tile set and assets set dressed to example versatility.
NEVERWINTER NIGHTS 2 // Character Bodies
NEVERWINTER NIGHTS 2 // Character Bodies Player/NPC game resolution body meshes displaying in-engine tinting. High poly modelled first with baked normals into the low poly meshes.
KNIGHTS OF THE OLD REPUBLIC 2 // Various Art
KNIGHTS OF THE OLD REPUBLIC 2 // Various Art Early digital images worked up for in-game loading screens and promotional material.
DUNGEON SIEGE 3 // Environment Spread
DUNGEON SIEGE 3 // Environment Spread Multiple modelled environments created for the game displaying multiple lighting and moods using modelled props and assets.
Unreal Sci-fi Bar
Unreal Sci-fi Bar An environment created for a client project in Unreal. Modelled and baked down in Substance for normal creation and additional texture surfacing. Imported into Unreal and modified further with lighting.
DUNGEON SIEGE 3 // Forest Prop Set
DUNGEON SIEGE 3 // Forest Prop Set In-game forest props with example set dressing in engine (Onyx).
NEVERWINTER NIGHTS 2 // Creature Examples
NEVERWINTER NIGHTS 2 // Creature Examples Low poly monster enemy characters with baked down normals.
DUNGEON SIEGE 3 // Dungeon Room Development
DUNGEON SIEGE 3 // Dungeon Room Development Concept and initial in game modelling of a crypt boss room encounter area.
DUNGEON SIEGE 3 // Dungeon Prop Set
DUNGEON SIEGE 3 // Dungeon Prop Set Multiple crypt prop spreads for set dressing.
DUNGEON SIEGE 3 // Interior Prop Set
DUNGEON SIEGE 3 // Interior Prop Set Interior props and assets for fantasy environment set dressing.
ASSAULT GUNBOATS // from the TIE Fighter PC game
ASSAULT GUNBOATS // from the TIE Fighter PC game Custom model of the Assault Gunboat from the TIE Fighter PC game.
ALPHA MISSION // Anime Test
ALPHA MISSION // Anime Test Scene exploration of a toon shader for an animated anime-inspired project I was creating.
FOOT SOLDIERS // NES Game Colors
FOOT SOLDIERS // NES Game Colors Quick speed sculpt of some foot soldiers based off the original TMNT animated series look.
Metal Slug Study
Metal Slug Study Higher Poly base before game model asset creation as a form study.
Samus Aran Character Study
Samus Aran Character Study Some personal work for a Metroid project <3
Metroid Planet Study
Metroid Planet Study A spread of planets rendered for my personal metroid website: www.metroidguide.com
ASTROMECHS
ASTROMECHS Quick simple model mockup for a generic simple generic unremarkable robot ")
MISSION ACCOMPLISHED
MISSION ACCOMPLISHED Another Samus study.
AEP7 Laser Pistol
AEP7 Laser Pistol Modelled this up originally to make a 3D print for myself but then decided to just paint it up as well.