Character Design | 2025
📦 Programs Used: Maya, Substance Painter, Photoshop
Captain Barrow "Tidebreaker" Ironhelm — a fearsome sea warrior—and his monstrous mount, The "Tidemaw", a colossal battle-hardened crab. This project covers everything from character design and backstory development to creating the creature's war-ready design, unique weaponry, and bringing it all to life through 3D modeling and texturing.
Restaurant Mock Ad | 2025
📦 Programs Used: Maya, Substance Painter, Photoshop, Illustrator
This stylized breakfast render was my first exploration into food art and a return to still-life composition. Centered around a stack of waffles and framed as a fictional restaurant ad for Stacks on Stacks, the scene was modeled in Maya with smooth preview and light sculpting for realism. I textured the waffle, strawberry, and blueberry in Substance Painter, while supporting props like silverware and glassware used procedural materials. Lighting was built around a warm 3-point setup in Arnold, with an HDRI for natural reflections. Final compositing and branding were completed in Photoshop and Illustrator, rounding out a project focused on stylized storytelling and visual mood.
Asset Creation | 2025
📦 Programs Used: Maya, Zbrush, Substance Painter, Photoshop
This project involved the creation of a pumpkin scarecrow asset for a game environment, with an emphasis on realism and optimization. Using Maya and ZBrush, detailed textures and materials were sculpted, followed by retopologizing for a lower-poly model. The asset was then textured in Substance Painter and rendered with Arnold, incorporating atmospheric elements such as a wheat field and fog effects. This project refined skills in sculpting, texturing, and rendering, while exploring new techniques along the way.
Stylized Character | 2025
📦 Programs Used: Maya, Substance Painter, Photoshop
A playful stylized character I created as a side project, featuring three swappable accessory hats for added personality. I explored Maya’s Interactive Groom system to craft feather-like fur and experimented with how it interacted with lighting. After UV unwrapping in Maya, I textured the model in Substance Painter, baking shadows and ambient occlusion to achieve a flat, cartoon-inspired look. The mix of stylized textures and realistic fur lighting gave the character a charming, dimensional feel while helping me learn new tools and techniques.
Low-poly Set | 2024
📦 Programs Used: Maya, Substance Painter, Photoshop
This project features a low-poly sword and shield inspired by the painterly style of games like The Legend of Zelda: Breath of the Wild. Modeled in Autodesk Maya with around 1,000 faces, the assets were optimized for low-poly or mobile games. Textured in Substance Painter, the hand-painted aesthetic was achieved through layered techniques to create depth and personality. Final compositions were refined in Photoshop to highlight the models’ vibrant, stylized details, showcasing a blend of efficient modeling and creative texturing.
Detailed Environmental Prop | 2024
📦 Programs Used: Maya, Substance Painter, Photoshop
A realistic fire hydrant prop created to practice hard-surface modeling and texturing. Modeled and UVed in Maya, detailed in Substance Painter with rust, scratches, and chipped paint, then rendered in Arnold and composited in Photoshop for final presentation.
Perfume Mock-up Ad | 2024
📦 Programs Used: Maya, Substance Painter, Photoshop
This project features a high-end perfume mockup created using 3D modeling, lighting, and compositing techniques. The skull-shaped cap was sculpted in ZBrush, with additional assets modeled in Maya. Rendered with Arnold and composited in Photoshop, the final image emphasizes luxury through detailed design, lighting, and refined post-production.