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           Face Column:
    Made with 3ds Max,        Mudbox,and Substance                      Painter

          Stylized Red            Stone: Made with 3ds     Max, Mudbox, and           Substance  Painter

          Sword Model:

         Made with 3ds           Max, Mudbox, and         Substance Painter

        Screaming Column:

        Made with 3ds Max,             Mudbox,and Substance                          Painter

        Fan Creature:

       Made with 3ds            Max Mudbox, and        Substance Painter

             Spiked Statue Piece:

       Made with 3ds Max, Mudbox,                   and Substance Painter

      Bloody Pot for IGDA                      Project:

    Made with 3ds Max,   Mudbox, and Substance                      Painter

       Demon Lamp for IGDA                               Project:

         Made with 3ds Max,                             Mudbox,and                            Substance Painter

         Onion Knight: 

   Made with 3ds Max,                  Mudbox, and                Substance Painter

     Holy Water asset for IGDA                            project: 

           Made with 3ds Max,                            Mudbox, and                              Substance Painter. 

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    Street Lamp: Made with 3ds Max, Mudbox, and Substance Painter

        Tree Shelf for the interior design of a                  Tree House Village for One                             Community: Made with 3ds Max,                    Mudbox, and Substance Painter

    Leaf Bed for the interior design of           a Tree House Village for One               Community: Made with 3ds Max,          Mudbox, and Substance Painter

Description: This was the very first object I ever painted in Substance Painter when I started using the software. I wanted to give this a fire stone-like look by giving it burned sections on parts of the  model. The design of this 3D model was slightly inspired by Aku Aku from the Crash Bandicoot series. 

Description: This object belonged to an environment that I had made a while back, which included the statue piece and face column 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 screaming face seen here. 

Description: 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 since our project is largely centered around vampires. 

Description:  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: 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 stand out more by attaching a male face I modeled. 

Description: A large 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 with the same vibe I had in that nightmare. 

Description: 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 to shape something unique. 

Description: An 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. When they saw this lantern, a few of my teammates had the idea of having the demon heads follow the player's movement--which I thought was an awesome idea. The head's color was changed to a deep blue later on. 

Description: 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. Since he is an onion, I thought it would be appropriate to make his eyes look sad/disappointed . 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. 

Description: An asset created for one of the game projects in IGDA. This was the first object I made that I successfully turned transparent with glossiness. This stylized holy water bottle was inspired by the orbs in the original Devil May Cry series. The mouth used to be completely open, but my teammates told me the mouth would look much better closed. 

Description: This object was created for one of the indie teams I work with. The goal was to not only add a glow to the lamp, but to add something below it to make it stand out for display purposes. It, of course, made sense to place a sidewalk of some sort--which I made cobblestone to satisfy my curiosity for what it could look like if I painted the stone pieces. 

Description: This shelf was made for the interior of one of the future Tree House Village structures for One Community. While in the process of making this model, I followed inspiration photos gathered by One Community as close to the real object as possible. There used to be a lot more shelving pieces, but it had to be cut down in order to fit in an upstairs room in the 3D tree house. 

Description: This was the very first object I made for One Community to demonstrate my skills and show that I was capable of doing some interior design for the Tree House Village. In the beginning, this used to be a queen-sized bed, but had to be reduced down to a twin-sized bed in order to fit in the upstairs room of the tree house. 

Description: After Guy created the blocking for the steps, base, closet, trees, and drawers according to the sizing needed to properly fit inside the tree house, I fixed some geometry issues, added the railings, logs, drawer handles, sculpted the detail, and painted it. The hardest part about these stairs was painting on the railing. We both followed the inspiration photos from One Community as closely as possible. 

        Tree Staircase for the                 interior design of a Tree               House Village for One            Community: Made with 3ds   Max, Mudbox, and Substance                       Painter

  (Credit to Guy Grossfeld for      the blocking of the drawers,          closet, trees, and steps)

Description: When creating this level asset for one of IGDA's game projects, I was finally able to figure out both how to bake a high quality version of my sculpt with less pixelation, and how to use color selection to better select areas I want to paint by using a color ID mesh of the same object. After I was done with this Medusa lamp and satisfied with the results, it felt like a whole new world of design possibilities opened up to me. 

      Medusa Lamp for          IGDA project:  Made with 3ds Max,           Mudbox,and              Substance Painter

   Sketchfab Model               View Page 2

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