I’ve experimented with creating individual models as well as full scenes utilizing Maya, ZBrush, Photoshop, Substance Painter, and Unreal Engine. I like to work with textures that I’ve painted myself to bring a scene to life.
Necromancy Temple Dungeon Scene
I modeled all the assets in Maya, painted textures mostly in Photoshop with some elements in Substance Painter, and utilized lighting elements in Unreal where I assembled it. The only stock elements are the flame and light effects, which I didn’t know how to do myself yet in the timeline of this project (permitted by the professor for this class). I designed the models and textures for repeated elements to be as seamless as possible.
Dreary Landscape Scene
This project focused more on repeated foliage and making the scene look natural with varied clusters of plants, as well as mostly-natural looking shapes for the land, involving hills, valleys, lakes, and cliffs. The foliage was a combination of fleshed out models and flat planes with textures, in order to save on resources and polygons.
Shader Experimentation
With some guidance, I’ve recently been working on understanding the inner workings of shader code, using a sample teapot model as a basis. Giving the teapot the desired look using only GLSL and a sample image was very exciting and made me interested in learning more.
Assorted Stand Alone Models
These are a variety of stand alone projects, using a combination of Maya, ZBrush, Substance Painter, or Photoshop where needed.