Stylized Signpost
Portfolio Piece

High Detail Sculpting
This Project required a very high level of detail when sculpting. By doing this, texturing is made significantly easier, allowing for a faster workflow and more believable details like cracks and wood grain.
Retopology
Using Poly Quilt, I was able to manually re-topologize the entire mesh, combining objects like separate rocks for performance will maintaining good edge flow and an easily adjustable model.
High -> Low Poly Baking
By sculpting high poly models and baking them onto their lower poly counterparts, I achieved highly detailed objects with low tri counts.
Workflow: Blender -> Substance Painter 3D -> Unreal







Modular City and 1950s Chrysler New Yorker
(Almost [Old]) New York
Inspiration
Ever since seeing This Video, I have been fascinated by the painting Nighthawks, created by Edward Hopper. And I tried to capture the same lonely, noir feeling in this project, matching it with the Theme from Taxi Driver.

Modular Building Kits
By creating modular kits for my buildings, I was able to re-use walls across structures and create multiple building with different combinations.
Tiling Materials
Through tiling materials and trim sheets, optimization is improved and building construction materials can be easily swapped between.
Workflow: Blender -> Substance Painter 3D -> Unity
Decrepit 1950s Office and Nazca Aliens
Project Blue Book
Inspiration
I’m a BIG alien guy, super into UFOs, little green men, the whole 9 yards. This games art takes inspiration from the recent Nazca Mummies, and the timeframe that the real Project Blue Book took place during.

Optimal UV Packing
By thoughtfully packing each prop UVS into a single texture, performance impact is negligible while still allowing for easy texturing later.
Rigging for Poses
Modeling a single alien, and then rigging it allows for the straightforward, quick creation of many unique poses and mummies to fill the cave with.
Workflow: Blender -> Substance Painter 3D -> Unity




