ALT ARTIST
I had a few goals with this character: to experiment with a painterly style and learn about Unreal and its real-time asset, material, and rendering workflows. After playing around with a few different looks, I settled on something that emphasizes the hand-painted texture work without being completely unlit, sort of similar to Arcane.
Character: 27k tris, 4k maps
Props: 144 tris, 1k maps
ZBrush | Maya, Blender | Substance Painter, Photoshop | Unreal Engine
KNIGHT
A fun sculpt inspired by a character from the book, The Knight and the Moth. It ended up being a good exercise in hard modeling in ZBrush.
ZBrush
BLACKSMITH
This character is loosely based on this concept by Patri Balanovsky. This is an older piece that I revisited after a few years. I updated proportions, revised some forms, and completely rebuilt the textures. It was exciting to see how my artistic and technical skills evovled since I first worked on this character.
ZBrush | Maya, Blender | Substance, Photoshop
BITMOJI (SNAP INC.)
Some optimized, real-time assets I made for Snapchat's avatar, Bitmoji. These images were taken from the app. My responsibilities for each of these avatars, starting from the left, include: 1) hair, jacket, and pants models; 2) hair textures, shirt model and textures; 3) hair model and textures, pants model. Each of these items followed strict visual and technical guidelines to fit within the Bitmoji world and performance constraints.
ZBrush | Maya | Substance Painter, Photoshop



ANIMALS (BIG DREAMER DESIGN)
These are two of many animal sculpts I created from loose references for large-scale 3D printing in a mini golf course.
ZBrush
BODIES (MONKEY CHOW ANIMATION STUDIOS)
A set of modular bodies I built from concepts for an animated short film that required 50+ characters. Many unique heads were attached to these bodies to streamline production.
ZBrush | Maya





























