Wednesday, July 8, 2020

Apartment Hallway

Personal Work 2020

I chose a common-space hallway in my building to further explore hard surface assets using High /Low bake workflow.
Images represent some of the assets that will be added to the unreal scene.
Assets were modeled in Maya and in some cases Moi3d.
Texturing was done primarily in substance painter.
Decals and modular stair props were created using scan data via RealityCapture.
More updates and breakdowns coming soon.


Valve

Security Camera

Brass connectors

LED light tube housing

Stairs Photogrammetry



Red pipe clamp

Door pump

Emergency lights

Exit sign

Plastic connectors

Heat register

Wall socket

Thursday, November 3, 2016

Electronic Arts FIFA 2017

I had the opportunity to work on a few props while working on FIFA 2017 last year.
These were modeled in Maya and textured in Substance Painter.





Tuesday, April 19, 2016

Gumi Canada, Project Throne, 2016

I was responsible for creating and lighting several stylized backgrounds for the battlefields and tactical maps in the game.





Wednesday, July 29, 2015

Project BlueStreak foliage asset support

I did some contract work for Boss key's upcoming shooter Lawbreakers. I was responsible for modeling and texturing a Katsura cherry tree, Bonsai style Pine , various ferns and hanging ivy.




Monday, October 6, 2014

Secret Ponchos 2014 Steam Early Access Beta Switchblade Monkeys

I was responsible for all foliage assets in the game, as well as environment level support.
I completed two bonus maps to polish quality, the mines and the Plaza.
Matching the painterly style set by the art director was also important.





Infamous Second Son Published 2014 Sony Comperter Entertainment America and Suckerpunch Productions

As an Environment Modeler at Suckerpunch for a year and 5 months, I was fortunate to work on a broad scope of assets. I also took part in a performance pass the last few months of production with my lead John Germann.

I was responsible for creating Augustine's concrete power structures such as the checkpoint towers as well as creating a concrete modular set that could be used to populate the sides of the Sea 6 building.
Texture artist Josh Rife took the textures to completion. Any of the lights and rigging fixed to the concrete structures which were destructible were created by Alex Dracott.




I created a set of modular rocks for the Wilderness area of Island 1. I also placed most of the trees and foliage as well. Morgan Hill and Rex Mcnish created the foliage models.




I modeled a marina and docks as well as supporting assets such as buoys, ropes and pump-houses.
the boathouses and boats were modeled by other artists. Texture support from the texture team.



I modeled the Atrium, an arena at the top of Augustine's tower for the final boss battle in Second son. Texture support from Gnat Magone. Foliage assets created by Morgan hill and Rex Mcnish.

Random environment Stuff,  one of the neon signs and Lattice I made, used to populate Second Son. Texture support by Harold Lamb.


The team was in need of some statues for our park areas, so I pitched in and modeled / textured a bear. the original sculpt was done in Zbrush and then baked to a low res mesh.

Saturday, October 4, 2014

Prototype 2 Published by Activision 2012 Radical Entertainment

I was responsible for taking modular building sets , warehouses and Midtown apartments to model complete. I also applied textures which were created by Wayne Dalton. I was also responsible for all trees and foliage models and textures as well as making sure they met framerate specs.