3D Models / Textures
Alien Creature
November 2024
For this project, I wanted to explore new territory and move away from the themes I’ve previously covered, such as props and human portraits. To challenge myself, I selected an alien creature model as the focus of my work. Although the model was outsourced and already textured, I treated it as a reference rather than copying the existing textures. Rather than opting for the cartoonish style that the original had, I decided to push for a more realistic approach, applying the knowledge I gained from my previous assignment on skin textures. This allowed me to refine my skills in creating detailed, lifelike surfaces while stepping outside my comfort zone.
Alien Creature Turnaround and Lighting
November 2024
A turnaround of the creature showcasing the contrast in textures between the slime, skin, and shell; following with a 360 light pass.
The Beheaded Texture and XGen
October 2024
For this project, where the focus was on texturing a head, I wanted to create a beheaded version of Alice from Alice in Wonderland. I thought what the character might have looked like if she had been executed by the Queen of Hearts. I aimed to contrast Alice's innocent appearance with a darker, more gory twist, capturing a clash between purity and corruption. For her face dressing, Alice retains her light blonde hair and wide, bright blue eyes—symbols of her innocence—but with a twist. They’re now tainted by bloodstains, wounds, bloodshot eyes, and smeared makeup that was once flawless. This creates a disturbing yet captivating visual of good versus evil
The Beheaded Lighting
October 2024
A 360 light pass to showcase the texture and hair groom in different lighting angles.
Dragon Plush Texture and XGen
October 2024
As a child, I distinctly remember wanting one of those furry moth plushies that were commercialized on every social media platforms, but they were always so expensive. When I received this assignment, I noticed how the dragon shared visual similarities with a Chinese moon moth, particularly in the long tail, wings, and horns. This inspired me to create my ideal plushie, blending both creatures into one. Rather than sticking with the dirtier, stained aesthetic I've explored in past projects, I chose to focus more on the texture aspect for this design. I incorporated velvet fabric, soft moth-like fur, golden threading, minky fabric, and matte button eyes to bring the plushie to life with a variety of tactile qualities.
Adventure Time Van Texture
September 2024
The van represents both adventure and the journey of a graffiti artist who has roamed the world, leaving their mark on anything they can—including their own van. To reflect their love for exploration, they’ve covered the van with their favorite Adventure Time characters, turning it into a colorful companion on the road. But after so many adventures—maybe a few too many—the van’s dust, scratches, and mud reveal a glimpse of the gritty, well-worn path of a true adventurer.
Teapot Texture
September 2024
This teapot tells the story of time and transformation. Once a cherished piece of functional yet decorative dishware, its base crafted from clay ceramic and its handles and spout forged from brass, it was adorned with whimsical engravings and thick, impasto-like painting. Every detail was carefully and lovingly crafted, reflecting the pride and joy of its maker. Over the years, however, time has left its mark. Rust clings to the brass, dirt has nestled into its crevices, and the vibrant paint has faded, offering a glimpse of its former glory. This teapot, now worn with age, stands as a testament to the hands that once held it and the love it once knew.
Plant Growth
July-Present 2024
A simulation of alien-like plants growing and scattering for the film 'Alienated.' All assets have been procedurally modeled and textured in Blender using geometry nodes.
Plant Growth Demo
July-Present 2024
A closer look of the simulation of alien-like plants growing and scattering. In this demo, it displays the nodes used to create the animation growth effect and the method of how I control the growth.
Environment Arnold Render
Arnold Render
Maya and Substance Painter
Environment Arnold Render
A Culinary Adventure Asset List
January-Present 2024
A project to create a fantasy-inspired home environment for a chef explorer redefining gastronomy. The home resonates with the character’s daily lifestyle, as I’ve modeled, sculpted, and textured the props to echo the navigation and culinary tools the chef woulduse during their fantastical missions.
A Culinary Adventure
January-March 2024
Embark on a mesmerizing culinary odyssey in "Culinary Adventures: A Chef's Quest for Unveiling Exotic Ingredients," where an explorer chef redefines gastronomy. Returning to his enchanting home after daring expeditions, the space brims with artifacts from their journey. The home resonates with echoes of his fantastical missions, promising a sensory journey into the unexplored realms of culinary excellence and imaginary mastery.
A Culinary Adventure Close Up
January-March 2024
A close-up shot of the modeled food assets used as a centerpiece for the table. The texture on the ham, the focal point, is hand-painted in Substance Painter to experiment with a painterly style and create more visual interest compared to the other modeled assets.
A Culinary Adventure Mouse Turnaround
February-March 2024
This video showcases a close-up turnaround of the mouse asset used in the environment scene. It highlights the final render, wireframe, and shaded versions of the mouse to give an in-depth look at my process. I sculpted the mouse's body in ZBrush, fixed the retopology in Maya, and textured the model using Substance Painter. The mouse is posed sneaking around the chef's kitchen, adding more depth to the storytelling aspect of a chef's kitchen.
Maya and Arnold Render
Maya Hard Surface Modeling
Maya and Arnold Render
1992 Mitsubishi Delica
September-November 2023
Over the course of ten weeks, I dedicated myself in modeling, texturing, and lighting a quirky and beloved family van: the 1992 Mitsubishi Delica. Utilizing the blend of specialized software including Maya 2023, Arnold, Photoshop, Premiere Pro, and Adobe Media, I embarked on a creative journey to captivate the vehicle's essence and charm.
1992 Mitsubishi Delica Turnaround
For this render, I hard surface modeled the Mitsubishi Delica, focusing on optimizing its wireframe. To achieve a realistic look, I projected textures from an actual Mitsubishi car for the headlights and tires, emphasizing the van's distinctive features. Additionally, I used an HDRI to create noon lighting that complements the Delica's role as a family outing vehicle.
Maya and Arnold Render
Radish Girl Render
March 2024 - April 2024
During this project, I studied human anatomy to accurately form the average child's 3D structure, while incorporating a more 2D style to stay true to the concept art. This approach allowed me to balance realism and stylization, ensuring the character remained charming and expressive. The project also involved intricate detailing of accessories, such as her hat, shoes, and the radish companion, enhancing the overall visual appeal and storytelling of the model.
Radish Girl Shaded and Wireframe Turntable
During the course of ten weeks, I was able to hard surface model this character in Maya. I used the original concept design as my main reference, but because I had not created any human characters before it was a challenge to navigate and model the human anatomy. Therefore, I researched various anatomy parts such as the hands, feet, and face and their wireframes from other artist to optimize my model. At the end of ten weeks, I was able to create a character that I will be texturing very soon!
Maya and Arnold Render
Maya and Arnold Render
Maya and Arnold Render
Maya and Arnold Render
Wooper Burger
November 2023 - December 2023
A whimsical spinoff between Burger King's Whopper hamburgers and one of Pokémon's cutest creature, Wooper. It's a delightful ode to my childhood, of enjoying both Burger King and Pokémon adventures during family road trips.
Wooper Burger Turntable
In this render, all assets are hard surface modeled in Maya. I've used deformers for the terrain to simulate water and sand. To achieve a stylized look reminiscent of Pokémon's 2D art, I applied a color ramp to the burger shop. This avoids flat color schemes and hyper-realistic textures, creating a pleasing blend of 3D and 2D aesthetics.
Maya Python Code Rendered Using Arnold Render.
Python Maya
Maya Python Code Rendered Using Arnold Render.
Christmas Tree UI Code
September-November 2023
Utilizing Python scripting within Maya 2024, users can generate a snow globe consisting of low poly Christmas trees fully rigged, a snow plane, a glass dome, and rocks adjusting various UI buttons and scales. The following code can dynamically generate and randomize the size color, rotation, and placement of each layer of the tree and its ornaments. Additionally, users can modify the snow globe itself by using a slider to modify the base's color, glass transparency, and overall size.
Christmas Tree Rig Code Demonstration
For the first two to three weeks of this project, I've developed a code to build a low poly Christmas tree using Python coding in Maya. In this model, I've been able to code beveling, randomization in color for the ornaments, and a color ramp to depict snow. Additionally, I went a step further to create a code that develops a simple rig to the tree, allowing it to bend, sway, and rotate naturally with its eight joints.
Christmas Tree UI Code Demonstration
For the next step, I wanted to utilize Maya's UI button creator using Python. Therefore, I first created a code for a UI button to appear and generate a low poly snow globe. Then I took it a step further to create a slider for the user to not only be able to scale the sizing of the snow globe's base and glass to their liking, but also to change the color shade of the case and the glass's transparency. To create an environment for the inside of the globe, I coded a button to generate low poly rocks and a plane with deformers to insinuate a snowy terrain. Finally, I modified my code from my tree rig so that users could create their own trees. They would start off by creating a base, and then being able to change the ornament ball colors and sizing, to generating a rig so that they can eventually change the size, placement, and tilt of the tree to their preference. If the user is unsatisfied there is also a clear button to get rid of their creation or they have the option to place more trees.
Maya and Arnold Render
Maya and Arnold Render
Maya and Arnold Render
Lana's Laundromat
September 2022 - November 2022
During a ten-week timeframe, Lana's Laundromat was created through the animation pipeline of modeling, texturing, lighting, and animating within Maya 2022 and Arnold. The primary aim was to encapsulate the iconic essence of the retro 80's era to evoke the nostalgic and vibrant spirit of that unique period.
Lana's Laundromat Animation
In this environment, I've animated the fan, leaves, clothes, and washing machine. I first utilized the expression editor to create separate rotations between the inner fan panels and the rotation of the outer fan itself. To create a more realistic simulation, I additionally animated the clothes and plants to sway with slight delays to insinuate a slight breeze from the fan. Lastly, I increased the fps in some of the washing machine moving side to side to create the vibrations of a working washing machine.
Lana's Laundromat Process Video
Please enjoy the process video of how I created Lana's Laundromat. It shows the process from a simple blocking ideation, to a final asset wireframe pass, to my first texture and lighting pass, and then to the final animation!