3D Models
I have been using Maya for about 4 years now. I am extremely proficient at hard edge modeling for both games and simulation. I am currently learning zbrush for modeling organics and characters and creating textures and shaders for physically based rendering systems.
I have a scifi character that I made about 2 years ago that at the time was one of the greatest thing I've ever made. Now I know that Texturing different polygons different colors and not even having a UV layout is just the worst... So I decided to revisit the helmet and give it a proper UV Layout and paint it in Substance Painter, and I am so pleased with the results! This new helmet uses exactly the same mesh but just looks so much better!
Here is an unwrap and texture of the full character based off of early concept art.
The Stolen Ship is a model that I textured using Substance Painter 2 and rendered in iray. I wanted to create a texture that made this a little ridiculous looking ship a little more realistic. I started by making a base layer of a military looking space ship and added some panels in another color, as if they were replacements pulled from another ship. I than added damage, exposing a base steel layer, and rust. The shark face was a lot of fun to paint! I got the idea from WWII fighters and that also inspired the bomber girl on the left side of the ship (which is the Nuka Cola girl from Fallout 4 as I felt she was scifi enough). The insides of the engines and on the front of the laser cannons are emissive. Finally I added a few layers of graffiti, laser burns, and some scorching around the emissive parts of the engines.
I am a huge Star Wars fan! Originally I set out to make Finn's bloody helmet, but before painting the blood on I really liked the look and wanted to make some renders of that helmet too. This project was practice in UV unwrapping and texturing so I started with a model meant for 3D printing. I had to retopoligize the mesh and decimate it to get a low poly model for rendering and texturing and used the original model for baking in details in Substance Painter. Overall I'm very pleased with how this turned out and painting on the bloody hand print and other small details was really fun.
A one day project to make photo realistic rendering of a smart phone. Modeled in Maya and textured in Substance Painter 2. There are several smaller details that I need to add like a sim card slot, the speakers, and a front facing camera but all of that can be done using Substance.
This is a very basic smart watch concept modeled in Maya and textured using Substance Painter.
I sculpted and painted a bust of Chris Pratt in Zbrush in about 5-6 hours of work. I used Spotlight in Zbrush to transfer a photo to the face of the sculpt to really capture a lot of the fine detail. I then used the painting tools in Zbrush to touch-up the face and paint the rest of the sculpt. When I have some time, I want to go back and repaint his ears because right now they are just really one color and they don't match the rest of his skin. I am very pleased with how the painted skin turned out though! I think it is very convincing and pretty much indistinguishable from the transferred photo.
I found this angler fish on Autodesk's 123D Design (I did not make it) and painted it in Allegorithmic's Substance Painter 2 and rendered in Unreal Engine 4. I guess the model was originally designed just for 3D printing because it had no UVs and was very high poly... So I went used Maya 2016 to turn all of the tris into quads and reduced the poly count. After that I UV mapped it in Maya. I worked on this model to experiment with emissive textures in substance painter and the workflow to UE4. Interestingly the emissive map that substance painter gives you is a texture that has a transparent background but UE4 expects a black background. UE4 just filled the transparent areas with the emissive color which was not what I wanted. I added a black background in Photoshop to make only the veins, eyes, mouth, and angler (I guess that's what you call that thing...) glow.
In-progress pistol model using the concept art as a texture (Poorly Mapped...)
Rendering of the final model with proper textures
The Focus Pistol project was something that I have been working on in my spare time. I drew the original art while trying to come up with fantasy weapons for a game that I am working on. I traced, edited, and colored the concept art in Sketchbook Pro for iPad (That's why the drawing part of the video is all zoomed in and jump-cut-ish). I then took the concept art and used it as a guide in Maya 2016 to create a final 3D model. The final model is meant to look like a drawing come to life and matches with the hand-drawn look of the game.
Char113 (aka "Charlie") is a robotic character that I am working on for animation and game projects. He is designed to be extremely simple and mechanical in cartoonish way. Modeled in Maya 2015.
Static models made and rendered using Autodesk Maya 2014 for a VR shopping experience at Miami University.