Art

Portfolio Piece

Concept Art

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.

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.

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

(Almost [Old]) New York

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.

Nighthawks (Hopper)

By creating modular kits for my buildings, I was able to re-use walls across structures and create multiple building with different combinations.

Through tiling materials and trim sheets, optimization is improved and building construction materials can be easily swapped between.

Workflow: Blender -> Substance Painter 3D -> Unity

Project Blue Book

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.

By thoughtfully packing each prop UVS into a single texture, performance impact is negligible while still allowing for easy texturing later.

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