Photorealistic King created in ZBrush, Maya, and Substance Painter. I handled the entire process—from conceptualization based on the original design to sculpting, retopology, and surfacing.
This is a work in progress consisting of the design and creation of each element that makes up this environment. All structures, furniture, props, and other assets were modeled, textured, and optimized by me using Maya and Blender to be used in Unreal Engine.
This project is currently a work in progress and still lacks environmental storytelling elements and fine-tuned texture adjustments.
Below are more progress images of this project covering environment design, Hard Surface modeling, and Surfacing:
A three-minute cinematic created in Unreal Engine.
The character was created using MetaHuman. The environments were designed using third-party props, with the exception of the cryogenic pods, which were modeled and textured by me. Similarly, I crafted the texturing for several of the set pieces, along with handling the lighting, composition, and final render.
Features an original music score.
Character sculpted in ZBrush. Retopology done in Maya, texturing in Substance Painter, and rendering in Blender.
Modeled in Autodesk Maya, textured and animated in Blender. Executed all aspects.
Original design. Modeled in Autodesk Maya, textured and animated in Blender. Executed all aspects.
Replica of the "Hydro Launcher" weapon from the game Fortnite, based on its original concept art. Crafted in Hard Surface using Autodesk Maya and textured using Adobe Substance Painter.
Software Used: Autodesk Maya (Modeling), Substance Painter (Texturing), Blender (Animation)
Date: Nov 26, 2023
Low Poly model of a stylized cauldron, modeled in Maya, textured in Adobe Substance Painter, and animated in Blender.
Software Used: Blender, Maya, Substance Painter, and DaVinci Resolve (Turntable video editing).
Low Poly model of a stylized crate, modeled in Maya, textured in Adobe Substance Painter, and animated in Blender.
Software Used: Blender, Maya, Substance Painter, and DaVinci Resolve (Turntable video editing).
Render of a Low Poly project: Interior set of a witch's house. Software used: Autodesk Maya. The entire environment was modeled from scratch in low poly.
Environment crafted following these prompt parameters: Deconstructivist style, Living Room, Horror, and 50mm lens.
Narrative:
What would you do if you woke up one day in an unfamiliar place, completely alone and surrounded by structures that look familiar, yet make no sense at all? No matter where you look, all the way to the horizon, all you see is the ground and these strange cubes—on the floor and in the sky... and not a single soul, no matter how far you walk, how loud you scream, or where you go.
Details:
Created in Blender and Cinema 4D. The models were acquired through external sources, while the textures were hand-painted. The main structure was modeled in Blender, and the scene was lit and rendered in Cinema 4D.
Scene created entirely by me. Consists of a rigid body and fluid simulation in Blender. The bottle model was created in Autodesk Maya, and the fluid simulation was executed in Blender.
Consists of a rigid body and fluid simulation in Blender. The bottle model was created in Autodesk Maya, and the fluid simulation was executed in Blender.
Scene created collaboratively for an unreleased commercial video for Ammon Beer.
Consists of a rigid body and fluid simulation in Blender. The bottle model was created in Autodesk Maya, and both the fluid simulation and bottle animation were created by me in Blender, while the bottle texture was created by a third party.
Scene created collaboratively for an unreleased commercial video for Ammon Beer.
Consists of a rigid body and fluid simulation in Blender. The bottle model was created in Autodesk Maya, and both the fluid simulation and bottle animation were created by me in Blender, while the bottle texture was created by a third party.
Procedural RBD simulation created in Houdini. Includes procedural generation, parameter tuning, effects simulation, and final render, highlighting how each stage contributes to the visual outcome.
Render of the interior of a space station corridor. Made in Low Poly in Blender, utilizing Blender's node material editor.
Render of a planet in outer space. Made in Low Poly in Blender, using Blender's node material editor and textures downloaded from free sources.
Render of a sci-fi landscape on an alien planet. Made in Low Poly in Blender, using Blender's node material editor, with subtle post-editing in Photoshop to add background space.