Tater Tot Monster :
Made with 3ds Max and Photoshop
Boulder Renders for IGDA project: Made with 3ds Max, Mudbox, and Substance Painter
Screaming Column Renders :Made with 3ds Max, Mudbox, and Substance Painter
Stylized Red Stone Renders:
Made with 3ds Max, Mudbox, and Substance Painter
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Face Column Renders:
Made with 3ds Max, Mudbox, and Substance Painter
Fan Creature Renders:
Made with 3ds Max, Mudbox, and Substance Painter
Bloody Pot Renders (IGDA Project):Made with 3ds Max, Mudbox, and Substance Painter
Spiked Statue Piece Renders: Made with 3ds Max, Mudbox, and Substance Painter
Sword Model Renders:
Made with 3ds Max, Mudbox, and Substance Painter
Demon Lamp Renders for IGDA Project: Made with 3ds Max, Mudbox, and Substance Painter
Onion Knight Renders:
Made with 3ds Max, Mudbox, and Substance Painter
Description: I made this monster/object a few months before my graduation. It was one of the monsters that was originally in my old dungeon environment with the apple knights. It was also one of the first models where I finally learned how to create better textures in Photoshop by making sure the UV render's wireframe was deleted in the alpha channels, so that I didn't have the object's wireframe included in the texture maps. Before this, it was an issue for me in Photoshop CC.
Description: These are renders and texture maps of the first object I made for one of the IGDA game projects. This was right around the time when I joined IGDA, and decided to play around with a box's vertices to see if I could create a boulder-like look that was needed for debris.
Description: These are renders and texture maps of an object I played around with in 3ds Max and Substance Painter. It belonged to an environment that I had made a while back, which included the statue piece with it. I thought the column by itself was a bit boring for the environment I had in mind, so I decided to create the face seen here.
Description: These are renders and texture maps of the first object I brought into Substance Painter when I was first learning how to use the software. The look I was going for was a slight burned look in areas of the model, such as a fire stone. This was slightly inspired by Aku Aku from the Crash Bandicoot series.
Description: These renders and texture maps are of another object from the same environment as the statue piece and the screaming column. This was the result of another object I thought looked too boring, so I decided to challenge myself to make it interesting.
Description: For these renders and texture maps, this was for a horror project in one of the indie teams I am involved with. One of the founders was looking for any monster ideas we might have had, so I created this on a whim. This was the result of briefly getting scared by my own ceiling fan in the night. I was half-asleep, and the nightlight from my bathroom made the ceiling fan look just like a human face at the right angle.
Description: These are texture maps and renders of another asset for the environment of one of the horror-themed projects in IGDA. To make the object more interesting, I decided to try out a blood-like look for the texture.
Description: These render and texture images are of the object coming from the same environment as the face column and screaming column. Besides trying to create an odd environment, this was from a nightmare that I had. I vividly remembered the statue, so I tried my best to recreate it.
Description: Renders of the first object of mine that had an emissive texture map. Quite some time ago, the original textures for this sword were made in Photoshop CC, and they were very bland. As soon as I started messing with emissive maps in Substance Painter, I was very excited and re-textured the sword so the eyes could glow. The sword's design overall was the result of playing around with the polygon extrusions.
Description: Renders of another asset I made for one of the projects in IGDA. At first, this was just going to be a regular sphere floating inside of the lantern, but I decided to improvise and sculpt a demon-like head from the sphere. The head's color was changed to a deep blue later on.
Description: Renders of a character/armor that was inspired by the older apple knight models I made some time ago. I wanted to make something that was maybe cute, but not too cute in design. I had a lot of fun making this one, because I love anything that has do to with knights/knight armor. The most challenging part about this model was painting his feather for his emissive map in Substance Painter.