Portfolio
 
Eland MK 7 Reconnaissance Vehicle:

In the early 1960's, South Africa made a contract with French company Panhard to produce multiple armored cars for their military. The final model, the Eland MK 7 designed in 1979 (which you see above) houses a 90 mm gun and a 7.62 mm coaxial machine gun (here hidden behind gun barrel). Considered a very reliable vehicle, is now being phased out of South Africa and several other countries as they modernize their military.
The camo pattern is not specific to the vehicle, most Elands were just a flat sand color, but I gave it some personality with the camo.
I created all models and textures in Maya and Substance Painter, sculpted the landscape in ZBrush and shading, lighting and rendering all done in UE4.
ACR Gun Model 01:

Modeled in Zbrush, retopologized and UV'd in Maya, textured in Substance Painter and rendered with the Iray engine.
ACR Gun Model 02:

Modeled in Zbrush, retopologized and UV'd in Maya, textured in Substance Painter and rendered with the Iray engine.
ACR Gun Model 03:

Modeled in Zbrush, retopologized and UV'd in Maya, textured in Substance Painter and rendered with the Iray engine.
Murder Mystery Dining Room:
 
Part of my pre-thesis class, this project was to test if I could create an environment which told a story.
Fruit, chairs, and skull are NOT mine, all other models are mine. Lighting, shading and rendering done in Renderman.
Ali Baba Game: 01

This is my first time using Unreal Engine 4, and was a huge learning curve from the non-real-time render engines I used in school. The objective of this project was to create a visually nice game with basic but playable mechanics. I chose to focus more on visuals than mechanics, so while the game is playable it is more to showcase my work as a level designer and artist.
Most of the assets are completely my own work (models and textures), however most of the rock models and textures and paintings are not mine and credit goes to EpicGames for providing them.
Ali Baba Game: 02

This is my first time using Unreal Engine 4, and was a huge learning curve from the non-real-time render engines I used in school. The objective of this project was to create a visually nice game with basic but playable mechanics. I chose to focus more on visuals than mechanics, so while the game is playable it is more to showcase my work as a level designer and artist.
Most of the assets are completely my own work (models and textures), however most of the rock models and textures and paintings are not mine and credit goes to EpicGames for providing them.
Ali Baba Game: 03

This is my first time using Unreal Engine 4, and was a huge learning curve from the non-real-time render engines I used in school. The objective of this project was to create a visually nice game with basic but playable mechanics. I chose to focus more on visuals than mechanics, so while the game is playable it is more to showcase my work as a level designer and artist.
Most of the assets are completely my own work (models and textures), however most of the rock models and textures and paintings are not mine and credit goes to EpicGames for providing them.
Abandoned Moroccan Village: 01
 
Proposed for my senior thesis, after several design changes, I ended with creating a desert environment complete with foliage, ground material and structures. EpicGames released POM for the Unreal Engine - you can see it here on the walls. All foliage is animated to flow in the wind, the ground uses a tesselation shader, tents use the new cloth shader and are also animated to flow in the wind. The only light in the scene is the sun and a skylight HDRI that provides colored reflections and indirect lighting.
All models and textures are mine, and created in Maya and Substance Painter/Designer. Lighting, shading and rendering all done in UE4.
Abandoned Moroccan Village: 02

Proposed for my senior thesis, after several design changes, I ended with creating a desert environment complete with foliage, ground material and structures. EpicGames released POM for the Unreal Engine - you can see it here on the walls. All foliage is animated to flow in the wind, the ground uses a tesselation shader, tents use the new cloth shader and are also animated to flow in the wind. The only light in the scene is the sun and a skylight HDRI that provides colored reflections and indirect lighting.
All models and textures are mine, and created in Maya and Substance Painter/Designer. Lighting, shading and rendering all done in UE4.
Abandoned Moroccan Village: 03
 
Proposed for my senior thesis, after several design changes, I ended with creating a desert environment complete with foliage, ground material and structures. EpicGames released POM for the Unreal Engine - you can see it here on the walls. All foliage is animated to flow in the wind, the ground uses a tesselation shader, tents use the new cloth shader and are also animated to flow in the wind. The only light in the scene is the sun and a skylight HDRI that provides colored reflections and indirect lighting.
All models and textures are mine, and created in Maya and Substance Painter/Designer. Lighting, shading and rendering all done in UE4.
Abandoned Moroccan Village: 04
 
Sky and particle textures NOT mine, they are provided by EpicGames.
Crate 01:

Because everyone needs to make a fancy box every once in awhile!
Crate 02:

Because everyone needs to make a fancy box every once in awhile!
Mech Robot: 01
 
One of my earliest modeling projects in Maya; a combination of organic and hard-surface modeling, I consider this to be one of my best models.
Lighting and rendering done in mentalRay.
Mech Robot: 02

One of my earliest modeling projects in Maya; a combination of organic and hard-surface modeling, I consider this to be one of my best models.
Lighting and rendering done in mentalRay.
Noire Project: 01
 
Part of a school project, our objective was to take an existing scene and texture and light it uses the classic noire style and create an interesting and engaging visual story.
Texturing, lighting, shading and rendering done by me in mentalRay. Compositing done in NukeX.
Noire Project: 02

Part of a school project, our objective was to take an existing scene and texture and light it uses the classic noire style and create an interesting and engaging visual story.
Texturing, lighting, shading and rendering done by me in mentalRay. Compositing done in NukeX.
Daedroth Redesign:

Part of a class project, the objective was to take a mythical or fictional creature and redesign it. This creature is loosely based on the Daedroth creature from the Elder Scrolls series.
Model sculpted in ZBrush and rendered in RenderMan.
Darpan the Robot:
 
Part of a collaborative project, the objective was to create 4 characters (one for each person) that all related to a particular theme and would fit together as companions. My character was voted to be a little companion, junkyard robot. The theme was a Dystopian, near-future, Middle-Eastern area.
Modeling and Sculpting done in Maya and Mudbox. Textures, lighting and rendering done in Substance Painter.