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Studio Scene

This is the coffee area of my studio at the Guildhall, with a variety of everyday objects.  I modeled everything in max and used a combination of photo reference, hand-painted textures, and procedural textures.  The scene is relatively low poly considering all the assets it contains.

Ghostbusters Proton Pack

I started modeling objects from my favorite movies, and what better place to start than Ghostbusters?  I modeled the pack from extensive reference that I got on a great Ghostbusters fan site.  All the textures are procedurally created except for the rainbow ribbon of wires, which was hand-painted.  The challenge with this project was all in the details.  Since my photo reference was so complete, I had a lot of work to do to make my pack look like the ones in the movie.  Currently I am working on the normal mapped version.

RTS Buildings: Feudal Japan

These buildings were conceptualized on paper, then modeled in 3ds max.  Extensive research was done to obtain the proper historical reference, and I borrowed in particular elements of the Japanese Shinto Shrine at Ise.

Son of Ithaca: Merman Character and Assets

The Merman is a grunt enemy that comes at the player in swarms.  I conceptualized the character with another artist, and then did all modeling, unwrapping, texturing, animating and importing into the Source Engine myself.

Also included in this gallery are the environmental assets that I created to give the Mermen some sense of society or tribalism.  The totem is their banner, and the firepit provides an area for the level designers to script new Merman behaviors. 

 

High Poly Creature Head

This creature was conceptualized on paper and modeled in clay.  I created a low poly version in max, then exported it to Skymatter Mudbox to add detail.  The high poly version was then used to normal map the low poly model.

Lake House Scene

This scene was modeled off of one photo of a house in New Hampshire. The main house, tree and snow textures are hand-painted, and photometric lighting was used to achieve the proper look of late afternoon sunlight.