Personal Work































This is a 3D asset based off the work of Helena Smołka who graciously allowed me to base my model and paint on her source
image
Original Art: https://www.artstation.com/artwork/lw2KY
This is a 3D asset based off the work of Helena Smołka who graciously allowed me to base my model and paint on her source image
Original Art: https://www.artstation.com/artwork/lw2KY
This is a painted 3D asset based off the work of Helena Smołka who graciously allowed me to base my model and paint on her source image.
Original Art: https://www.artstation.com/artwork/lw2KY
This is a painted 3D asset based off the work of Helena Smołka who graciously allowed me to base my model and paint on her source image.
Original Art: https://www.artstation.com/artwork/lw2KY
This is an animated short I worked on as a background modeling artist on, I was responsible for the street buildings and vehicles while the surfacing was done by Hope Shon and Emma Zhang.
This is the first detail piece that I made in ZBrush for Project Tikal. Blocked out in Maya, sculpted in ZBrush, with UVing and surfacing done in Substance Painter.
This project was commissioned by Edward Diaz, all rights reserved with permission for display.
This is the first detail piece that I made in ZBrush for Project Tikal. Blocked out in Maya, sculpted in ZBrush, with UVing and surfacing in Substance Painter.
This project was commissioned by Edward Diaz, all rights reserved with permission for display.
This piece was born out of my childhood fascination with computer motherboards and how they resembled cities, Northbridge and Southbridge chipsets became office buildings and RAM DIMMs became tall slim apartment towers in this piece.
I created World Steps as one of my first ever Voxel models and used it to play around with lighting and color in a way that would inspire happiness and lightness in the viewer. This piece also served as the opener for my first ever solo art gallery show.
Serving as a cousin to World Steps I created this second Voxel model to play around with space and form as perceived from an isometric angle.
Serving as a sister to LeVeL I created this Voxel model using the inverted skeleton of LeVeL to rebuild it with the primary visual focus to be on the water elements.
This and its twin are both results of my first ever pixel art work, I created the entire city in both daylight and nighttime views utilizing normal map lighting and physically based lighting rendering techniques found in Hexels 3.1.
This and its twin are both results of my first ever pixel art work, I created the entire city in both daylight and nighttime views utilizing normal map lighting and physically based lighting rendering techniques found in Hexels 3.1.
This model and its materials are loosely based on the temples of Tikal in the ruined city of Yax Mutal and produced using Maya, ZBrush, and Substance Painter.
Layout and finally assembly was done in Maya, detailed sculpting and retopology was done in ZBrush, with final painting and surfacing done in Substance Painter.
This project was commissioned by Edward Diaz, all rights reserved with permission for display.
This model and its materials are loosely based on the temples of Tikal in the ruined city of Yax Mutal and produced using Maya, ZBrush, and Substance Painter.
Layout and finally assembly was done in Maya, detailed sculpting and retopology was done in ZBrush, with final painting and surfacing done in Substance Painter.
This project was commissioned by Edward Diaz, all rights reserved with permission for display.
This is a character model I made for my Modeling 2 class. We got to choose any reference or inspiration for our character, so I chose to make a princess based off the mushroom Amanita muscaria or Fly agaric
This is a character model I made for my Modeling 2 class. We got to choose any reference or inspiration for our character, so I chose to make a princess based off the mushroom Amanita muscaria or Fly agaric
This is a character model I made for my Modeling 2 class. We got to choose any reference or inspiration for our character, so I chose to make a princess based off the mushroom Amanita muscaria or Fly agaric
This is my Still Life project for my Modeling 2 class. I chose a Darumaka Pokémon figure, Pokémon Sapphire Cartridge, and my XP-Pen Stylus sitting in front of my bread wrist rest to model and surface. The fully surfaced and lit version can be seen in the surfacing tab of my site.
This is my Still Life project for my Modeling 2 class. I chose a Darumaka Pokémon figure, Pokémon Sapphire Cartridge, and my XP-Pen Stylus sitting in front of my bread wrist rest to model and surface. The fully surfaced and lit version can be seen in the surfacing tab of my site.
I made this piece in collaboration with Allison Wuensch and Brenna Pippert for ATEC Animation Lab over the summer of 2021 for Minnie’s Food Pantry location in Plano TX. I was responsible for modeling, UVing, surfacing, and lighting this animated PSA.
I made this piece in collaboration with Allison Wuensch and Brenna Pippert for ATEC Animation Lab over the summer of 2021 for Minnie’s Food Pantry location in Plano TX. I was responsible for modeling, UVing, surfacing, and lighting this animated PSA.
I made this piece in collaboration with Allison Wuensch and Brenna Pippert for ATEC Animation Lab over the summer of 2021 for Minnie’s Food Pantry location in Plano TX. I was responsible for modeling, UVing, surfacing, and lighting this animated PSA.
I made this piece in collaboration with Allison Wuensch and Brenna Pippert for ATEC Animation Lab over the summer of 2021 for Minnie’s Food Pantry location in Plano TX. I was responsible for modeling, UVing, surfacing, and lighting this animated PSA.
I made this piece in collaboration with Allison Wuensch and Brenna Pippert for ATEC Animation Lab over the summer of 2021 for Minnie’s Food Pantry location in Plano TX. I was responsible for modeling, UVing, surfacing, and lighting this animated PSA.
This is a project that I did for fun during one of my first Twitch streams. Over the course of a few hours I modeled, UV'd, surfaced, lit, and rendered this project to practice the project piepline steps.
The entire purpose of this category of pieces is to serve as a time capsule of myself in the moment of creation. I find these piece the most relaxing to create because I am making them for no one except myself.
The entire purpose of this category of pieces is to serve as a time capsule of myself in the moment of creation. I find these piece the most relaxing to create because I am making them for no one except myself.
This was a fun project that I made to try and make a soft plush toy model with detailed surfacing.
Modeling and UVing done in Maya and surfaced in Substance Painter with final assembly and rendering done in Maya.
This was a fun project that I made to try and make a soft plush toy model with detailed surfacing.
Modeling and UVing done in Maya and surfaced in Substance Painter with final assembly and rendering done in Maya.
This was a fun project that I made to try and make a soft plush toy model with detailed surfacing.
Modeling and UVing done in Maya and surfaced in Substance Painter with final assembly and rendering done in Maya.
This was the first thing I ever sculpted in MagicaVoxel and has gone under the most number of iterations by far. It’s extensive lighting and depth calculations were responsible for my computer overheating on many occasions.
This was one of the last pieces that I created for my first art gallery show Organic as Inorganic and despite looking 2D I actually made it in a Voxel modeling tool called MagicaVoxel, the same as Circuit Central and World Steps among others.
This piece is special in my fine art collection as I sculpted the foreground island in MagicaVoxel and rendered it out then painted the background in Hexels 3.1 using its advanced lighting tools, finally compositing them together in Photoshop to create the final work for printing.
This was my first ever piece in Hexels 3.1 and was also my first piece to sell from my gallery show, Organic as Inorganic. I hand painted it and then used the lighting tools in Hexels to give the flat 2D aesthetic the glow that I wanted.