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3D Artworks

My 3D skillset

Over the years of game development I have gone through, I have picked up on the 3D asset creation pipeline using software like Maya & Substance Painter, allowing me to explore the different parts of it, and letting me manipulate & create assets whenever required to.

I have particularly taken an interest in texturing and making materials lately, learning how to compile shaders in unity using it's Shadergraph feature and have been having quite some fun with it.

Through the implementation of my technical skills I hope to be able to supply the 3D models that the people I work with & myself with more life, making visual masterpieces in the games I develop.

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Maya.png

Environment Creation

To practice my 3D modelling skills, for an assignment where I was tasked to model an environment.

​I chose to challenge myself by trying to recreate something more exotic to me.

I stumbled across an image of a really well drawn tavern and decided to start there.

I wanted to replicate the stylised sort of style that's from the original image, doing photo-bashing on a texture atlas, & doing hand drawn textures on some objects, keeping things like the wall & floor tile-able with seamless textures.

I then threw the texture into substance painter to create metallic & roughness parts for certain objects to further sell the look.

Character & Props modelling

A couple of props that I've done up for practice.

Some taking reference from some icon arts from Riot Games, League of Legends

Boom Boom Blitzcrank

A character modelling project where I was tasked to model a robotic character to practice modelling hard surface 3D parts and piecing them toether.

I decided to go with a model of Boom Boom Blitzcrank, a skin from the game League of Legends: Wildrift as my chosen character to replicate.

Iso - Valorant

To gain an understanding of human topology * anatomy in 3D, I modelled up a character from Valorant, Iso.

It was a challenging process, trying to get every small detail like the buckles in his gloves, and grooves in his jacket.

By the end of it i solved most of these problems by settling them in the texture, creating small modifications to the height maps & normals.

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