Environment and Props

  • 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

  • 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…

  • 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…

  • USMC Combat Boots (Real-Time)

    USMC Combat Boots (Real-Time)

    A boot of a serviceman that needs to be put into action. I modeled the primary form in Maya then did the secondary form and other sculpt details in Zbrush. Textured in Substance Painter. Sketchfab link: https://skfb.ly/6V8RS

  • USMC KA-BAR (Real-Time)

    USMC KA-BAR (Real-Time)

    You should know that it’s best to never engage a Marine in close-quarter combat. Especially, if they are using one of these. I modeled this from scratch and UV mapped it in Maya, then brought it into Substance Painter for texturing. I hope you like it.

  • Hazardous Operation

    Hazardous Operation

    I had an interesting experience learning the difference of what you can do between Unity and Unreal Engine 4. I learned to import assets, setting up the scene, organizing workflow in Unity, configuring the rig for the character, and the workflow for lighting and post-processing. I also had fun learning outside of modeling with modifying…

  • Cannibal’s Mansion Hallway

    Cannibal’s Mansion Hallway

    Halloween has passed, but it’s an idea I thought to show a little after Halloween spirits. I started blocking this out with BSP’s then made optimized meshes. Most of the textures are procedural made in Substance Designer. Then, I created a master material to create instances for these textures. I had fun messing with the…