top of page

Modeling and Texturing Demo Reel
 

(please find demo reel breakdown below video) 

Demo Reel Breakdown

 

0:05
“Monster Hunter”.
Rathalos: Topology (all), ZBrush detail sculpting and cleanup, texturing from scratch. Design based on Capcom model and an in-house Rathalos model from another artist. Procedural high frequency texture layer added by lead on a separate pass.
Software used: Maya, ZBrush, Mari, Substance Painter
 

0:34
“Hellboy”. Hell Dragon:
Topology (all) and sculpt (except back plates sculpt), design based on rough sculpt from Concept Art Department. Crowd monsters: Model, sculpt and textures for 3 variations based on 2D concepts provided by client.
Software used: Maya, ZBrush. For crowd monsters also used Substance Painter and Renderman.
 

0:56
“T-Rex” (Personal project):
Model, sculpt, textures, shading, lighting.
Software used: Maya, ZBrush, Mari, Substance Painter, Unreal Engine
 

1:15
“Mosasaurus” (Personal project):
Model, sculpt, textures, shading, lighting.
Software used: Maya, ZBrush, Topogun, Mari, Houdini, Unreal Engine (turntable). Still image rendered in Mantra.
 

1:30
“Submarine Eye” (Personal project):
Design, model, textures, shading, lighting.
Software used: Maya, Mari, Houdini, Mantra, Nuke

1:40
“Roadside Picnic”.
Robot dog: Model (and design of leg mechanism based on rough concept), textures, shading, asset lead.
Software used: Maya, Mari, Houdini, Mantra
 

1:50
“American Made”.
C-123 plane: Model (based on lidar scan), textures, shading (damage and smoke markings in second shot added by another artist).
Software used: Maya, Mari, Houdini, Mantra
 

1:56
“American Made”.
Aerostar plane: Model (based on lidar scan), textures, shading.
Software used: Maya, Mari, Houdini, Mantra
 

 



1:59
“Roma”.
Desert Lizard: Model, textures, shading.
Software used: Maya, ZBrush, Mari, Houdini, Mantra
 

2:08
“Mosasaurus” (Personal project):
Model turntable with topology.
Software used: Maya, ZBrush, Houdini, Mantra
 

2:17
“Styracosaurus” (Personal project):
Sculpt turntable.
Software used: Maya, ZBrush

2:26
“Star Trek: Discovery”.
Discovery ship (for seasons 3 and 4): Model, textures, shading. Design based on proxy geo from Concept Art Department. Look driven by tileable textures and Substance Painter masks in Arnold.
Software used: Maya, Mari, Substance Painter, Arnold
 

2:45
“Star Trek: Discovery”.
Shuttle ship: Model, textures, shading, asset lead. Design based on proxy geo from Concept Art Department. Look driven by tileable textures and Substance Painter masks in Arnold.
Software used: Maya, Mari, Substance Painter, Arnold
 

2:52
“Star Trek: Discovery”.
Building: Model, textures, shading, asset lead. Modeled panel breakup and details over existing model. Look driven by tileable textures and Substance Painter masks in Arnold.
Software used: Maya, Mari, Substance Painter, Arnold
 

3:00
“Star Trek: Discovery”.
Alien environment for Virtual Production: Textures, shading, asset lead. Look driven by tileable textures and masks in custom-built Unreal material template. Lead duties: Environment breakdown, model and texture task supervision, coordination with UE and DMP teams. Environment was enhanced by DMP in Unreal Engine.
Software used: Mari, Substance Painter, Unreal Engine
 

3:18
“Star Trek: Discovery”.
Marble carved building (except small platform at the top, and arms with glowing ends): Model, textures. Design based on proxy geo from Concept Art Department. Look driven by tileable textures and Substance Painter masks in Arnold. Arnold shading network baked to textures for Unreal team to use (also provided RGB masks to dial separate elements).
Software used: Maya, Mari, Substance Painter, Arnold

bottom of page