3D Art

  • Racing Engine Inlet

    Racing Engine Inlet

    I modeled this in Blender. Utilized mirroring some components for best optimal use for UV mapping within one texture sheet in 2K resolution. I baked high to low model textures and textured the model with PBR texturing workflow in Marmoset Toolbag 5. The lighting and rendering were also done in Marmoset Toolbag as well.

  • Crescent Wrench (Real-Time)

    Crescent Wrench (Real-Time)

    This becomes a handy tool from time to time. I modeled this with Blender then baked high-to-low textures and textured it with Marmoset Toolbag. I animated the mechanical animation in Blender. Albedo, Normal, Metallic, and Roughness maps

  • Wood Chisel  (Real-Time)

    Wood Chisel (Real-Time)

    You want to do some wood carving? I modeled this with Blender with weighted normals then textured it with Marmoset Toolbag. Albedo, Normal, Metallic, and Roughness maps

  • Beanstalk Ruin

    Beanstalk Ruin

    While I was creating this environment piece, I explored more avenues to modeling in Blender such as geometry nodes and other techniques with modifiers. I used InstaMAT to create tilable textures, used Marmoset Toolbag to create foliage textures, and I also utilize Unreal Engine 5’s various features like creating blended layered materials, batch instances, vertex…

  • M14 Rifle

    M14 Rifle

    Inspired by Frederik Jeppesen’s concept art. I created a 3D version, added parts, and took a hybrid rendering in Unity (stylized / realistic). I used Blender for modeling, Marmoset Toolbag for baking and texturing. I also used InstaMAT for creating the camouflage for the rifle. Unity HDRP 2K Textures Inspirational Reference by Frederik Jeppesen

  • Jesus Christ Carrying the Cross Sculpt

    Jesus Christ Carrying the Cross Sculpt

    I utilized Blender for sculpting purposes, and I seized the opportunity to prepare a 3D print of the sculpture as well. Exploring the areas requiring refinement has proven to be an intriguing learning experience. While Marmoset Toolbag continues to outshine Blender in terms of rendering capabilities, I remain hopeful for Blender’s future enhancements. This project…

  • The Etool – Game Ready

    The Etool – Game Ready

    I return to Unreal for showcasing this model. Made some of my own fabric materials in designer. I used some high poly mesh as floating normal decals for baking. I mirror UVs to use more texel density. I have encountered learning opportunities on normals display and bakes on the way so process will go smoothly…

  • Dilamayaka Bloodstone-Game Ready

    Dilamayaka Bloodstone-Game Ready

    Modeling this character based off of inspiration of my friend’s upcoming book. I enjoyed working on this because I was able explore my own personal techniques and workflows that would best suit for character modeling as well as learning other aspects that I’m lacking. Utilizing tools like HairTG helped me out a lot on hair…

  • Far Darrig

    Far Darrig

    The Far Darrig, sometimes known as Rat Boy and Red Man, seeking to be up to no good. This was my entry for participating in the Raf Grassetti’s Character Challenge 02 Fantasy Creatures I hope you like it!

  • Traditional Bow (Real-Time)

    Traditional Bow (Real-Time)

    I enjoyed having some creativity freedom with working between optimization and great quality with this model. I learned some workflows that would be best suited for me specifically for the fur cards. I also enjoy pushing for accuracy of this bow which involved some interesting boolean operation on the handle. I added a marmoset viewer…