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3D Assets

and Environments

Safety Last

Every object in the foreground is modeled using NURBS. The bricks were modeled by meticulously manipulating the hulls and control vertices rather than a height or deform map. I composited on top of a photo of the A&M campus I took from a tall building to approximate the view from the reference.
The textures are a mix of textures created through substance painter, such as the bricks, and photoshop images that I layered, edited, and painted.

Life is Strange

Recreation | Photography lab
Collaborators: Sara Wild, Carolyn Hua, Kaitlyn VanWagner, Colin Lantz

I modeled and textured several objects in the scene, largely participated in set-dressing and connecting/correcting textures, and created a dust particle effect. I populated all shelves outside of the ones built into the wall facing the windows, along with placing most of the large objects around the room with the help of Carolyn's white-boxing.  I was also active in trouble-shooting light builds and LODs. All textures were hand-painted in either Photoshop or Substance Painter. The floor specifically was painted in Photoshop in 3x3 format, turned into a material in Substance Designer and painted again in Substance Painter. I had a great time using Unreal Engine.

Heritage Square

Museum

Architectural Reconstruction
Collaborators: Carolyn Hua, Kerrigan Gibbs, Joseph Brown, and Ashley Zelaya

I modeled the entire roof and chimneys, including their decor. I helped correct the proportions of the entire house. I used Carolyn's Substance Designer textures and color palette for most of the roof. The bricks were made in photoshop and tweaked in Substance Painter. I also made the wrap-around ridges, Spire-topper, and a few of the windows.

Jade Palace

Recreate | Kung Fu Panda
Collaborators: Carmen Sims, Carter Lehman, Elizabeth Kelly, and Sydni Thurman

I modeled the fan, shield, and armor, and then textured the floor and armor. I ended up taking over the fire effect. I experimented with Houdini but we ended up sticking with the Maya fluid effects. I helped finalize and correct the lighting. I also sent off and had to troubleshoot rendering. I composited in Sydni's matte painting for the door and added glow in post.

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