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Mercenary Environment 360 Degree video (Personal Project)
This is a Youtube 360 Degrees video. You can pause it or play and be able to pan around in either form. Feel free to drag the mouse to look around the scene. Warning: If your browser does not support WebGL, you will see a stretched, warped, and animated image, otherwise, you will see a video of an interactive render.
![]() Mercenary Environment in UnityAs I was playing Metal Gear Solid V and Fallout 4, its absolutely breathtaking seeing the amount of quality and love their characters have. This is not only art but blending animations and the tightness of the controls, however, as I played, I thoroughly examined the environments and saw how some of the assets were so easily put together and how simple they were. This was my attempt to recreate something similar out of all the assets I had and some simple ones I can make fairly quick. | ![]() Asset wireframe.I was so vested in getting this thing done as fast as possible that I intended putting it together for self gratification and not something catered to a portfolio. As I finished I realized it was coming out far better then expected and missed the chances to create a breakdown of my process. I did throw in all of the readily available WIP assets for the environment in Marmoset and rendered a Wireframe to show game ready-ness? | ![]() Marmoset Toolbag WIP Render. |
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Keybridge Technologies, Inc
3D Game Developer
Aside from being a Unity Developer at Keybridge my other duties may consist of creating 3D Assets for games as well. Here are a few of my favorite models from this company.
![]() Smart-T (Temp Render) for WebGLSecure Mobile Anti-Jam Reliable Tactical Terminal (SMART-T) | ![]() Smart-T (Temp Render) for WebGLSecure Mobile Anti-Jam Reliable Tactical Terminal (SMART-T) | ![]() Smart-T (Temp Render) for WebGLSecure Mobile Anti-Jam Reliable Tactical Terminal (SMART-T) |
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![]() Smart-T (Temp Render) for WebGLSecure Mobile Anti-Jam Reliable Tactical Terminal (SMART-T) | ![]() Smart-T (Temp Render) for WebGLSecure Mobile Anti-Jam Reliable Tactical Terminal (SMART-T) | ![]() Smart-T (Temp Render) for WebGLSecure Mobile Anti-Jam Reliable Tactical Terminal (SMART-T) |
![]() Smart-T (Temp Render) for WebGLSecure Mobile Anti-Jam Reliable Tactical Terminal (SMART-T) | ![]() Smart-T (Temp Render) for WebGLSecure Mobile Anti-Jam Reliable Tactical Terminal (SMART-T) | ![]() Smart-T (Temp Render) for WebGLSecure Mobile Anti-Jam Reliable Tactical Terminal (SMART-T) |
![]() Smart-T (Temp Render) for WebGLSecure Mobile Anti-Jam Reliable Tactical Terminal (SMART-T) | ![]() Smart-T (Temp Render) for WebGLSecure Mobile Anti-Jam Reliable Tactical Terminal (SMART-T) | ![]() Smart-T (Temp Render) for WebGLSecure Mobile Anti-Jam Reliable Tactical Terminal (SMART-T) |
![]() Smart-T (Temp Render) for WebGLSecure Mobile Anti-Jam Reliable Tactical Terminal (SMART-T) | ![]() Smart-T (Temp Render) for WebGLSecure Mobile Anti-Jam Reliable Tactical Terminal (SMART-T) | ![]() Wireframe |
![]() Wireframe | ![]() Wireframe | ![]() Wireframe |
![]() Military Kitchen Trailer RenderThere are three variations to the (MKT). Open, Closed, and an assembled trailer to create a full kitchen trailer which consists of two side by side. Created in 3DS Max, textured in Substance and rendered with iRay. | ![]() MKT without a cover.This is an MKT as it is being assembled before finally putting the cover. Notice the two trailers at the bottom that have been unfolded and placed together. | ![]() MKT AssembledThis is the MKT in its completed state. |
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![]() MKT Single Unit WireframeWireframe of a single MKT Unit. | ![]() MKT Assembled WireframeWireframe of the full MKT assembled. |
![]() Smart-T Terminal vRay-RT RenderI really wanted to get the 3ds Max to Render PBR materials in Real Time. The solution was to use vRay Real Time to output materials in Real Time as I make changes. So this is a 3ds Max vRay Render and Saved that image from real time GPU rendering. | ![]() Terminal (Dirty) iRay Top ViewThis is a worn rendition of the Smart-T Terminal created in Substance Painter and holds true to the reference images. | ![]() Terminal (Dirty) iRay Quarter ViewThis is a worn rendition of the Smart-T Terminal created in Substance Painter and holds true to the reference images. |
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![]() Terminal (Dirty) iRay Bottom ViewThis is a worn rendition of the Smart-T Terminal created in Substance Painter and holds true to the reference images. | ![]() Terminal (Clean) iRay Top ViewThis is a clean rendition of the Smart-T Terminal. I made a clean rendition just in case the US Army did not want to portray their equipment as not being well maintained. That being said, their equipment upkeep is pristine but due to the terminal being used for over 20 years, it will naturally have its fair share of blemishes. | ![]() Terminal (Clean) iRay Quarter ViewThis is a clean rendition of the Smart-T Terminal. I made a clean rendition just in case the US Army did not want to portray their equipment as not being well maintained. That being said, their equipment upkeep is pristine but due to the terminal being used for over 20 years, it will naturally have its fair share of blemishes. |
![]() Terminal (Clean) iRay Bottom ViewThis is a clean rendition of the Smart-T Terminal. I made a clean rendition just in case the US Army did not want to portray their equipment as not being well maintained. That being said, their equipment upkeep is pristine but due to the terminal being used for over 20 years, it will naturally have its fair share of blemishes. | ![]() Terminal Wireframe UnshadedThe wireframe of the terminal to show that it is game ready. | ![]() Terminal Wireframe ShadedThe wireframe of the terminal to show that it is game ready. |
Cubic Corporation
Technical Artist for Simulations Systems
Cubic requires information to be very limited. This video demonstrates the genereal work done with the cubic team. My responsibilities were to provide 3D assets as shown below and integrate from 3dsMax to Unreal Engine 4. This includes modeling, unwrapping, texturing, lightmapping, and materializing assets from pictures, CAD Data, and Laser Scans. (Low Poly Modeling and Seamless Textures workflow)
Luckily, the room in 0:55 was one of the first rooms they gave me to do a complete geo optimization pass from my predecessors and I added roughly three systems in there.
Personal Projects
![]() Jaws Render for Universal Challenge | ![]() Gayhead Lighthouse | ![]() Movie Prop Buoy |
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![]() Shark Front | ![]() Shark Bottom | ![]() Shark Rear |
![]() Nuclear Reactor Control ButtonThis is part of a personal project for a mobile game I've been developing using Unity Android SDK's. This is a button of four that will stabilize an unstable nuclear reactor. | ![]() Nuclear Reactor Control ButtonThis is part of a personal project for a mobile game I've been developing using Unity Android SDK's. This is a button of four that will stabilize an unstable nuclear reactor. | ![]() Nuclear Reactor Control ButtonThis is a complete render of what the button will look like on screen from top to bottom. |
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![]() Nuclear Reactor SpawnnerThis is the button spawnner. In game, the spawnner will emmit atoms that will travel down the tube and you have to press it when it lands. You can imagine Guitar Hero, however, the atom can just sit there but another atom cannot spawn and touch the other one. | ![]() High to Low Poly Bake WorkflowI wanted to showcase the wireframes of my high to low poly bake workflow and show that these assets are all game ready and now just high poly/ high resolution renders. | ![]() Button WireframeWireframe of the entire button. |
![]() Concept Art for ButtonCreated by my good friend Slavcho Stoynov. He is an excellent artist. I asked him to create several renditions of the button and this turned out to be our favorite. |
![]() Cutsom Beretta 87 TargetI found a really cool gun to model and decided to add attachments to it. Most of it is real world reference for the exception of the laser and the sight. I did not like the ones available and the original references were far too bulky so I took pieces of ones I liked and Frankensteined the attachments together. Hopefully it would have fooled you at first sight that those were legitimate real world pieces. The suppressor is definitely a real world reference and looks really cool. (Osprey) | ![]() Bertta Micro RenderCreated in 3DS Max. Textured in Substance and rendered in iRay. | ![]() Beretta No AttachmentsThis is to show that the gun parts are modular. |
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![]() Beretta TransparentThis is to show that the gun's parts are functional in case it goes in a game engine and is fired. | ![]() Beretta Bottom Render | ![]() Beretta Left Render |
![]() Beretta Wireframe |
![]() Modular Custom Ingram Mac 10This is my second hero asset using high to low poly workflow. This was created in max and rendered in Quixel Ddo/3do | ![]() Custom Ingram Mac 10This was my second go at creating weapons using the high to low poly bake workflow as well as PBR. As you can see I really enjoy weapons that are not bone stock so I added the suppressor and made sure the weapon was modular. | ![]() Custom Ingram Mac 10Rear Render of weapon parts extended out. |
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![]() Modular Custom Ingram Mac 10I wanted to show case that the gun attachments were modular and that you can create different variations with the pieces available. | ![]() Ingram Mac 10 Wireframe |
![]() Thompson / Tommy GunLegacy Workflow. (Non PBR) This is my first asset using the high to low poly worfklow. I am super proud of this asset because completing this meant that my work was not beginner anymore and I had a full understanding of how maps work together. This asset also got me my first job as a technical artist intern. | ![]() Tommy Gun High PolyHere is a high poly rendition of what is going to be baked in. | ![]() UV Checker PatternThis image is to show case my understanding of even texel density on a hero asset. I used to be terrified of unwrapping because I understood how much I did not know and finally it clicked. Even texel density and UV spaces. |
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![]() DiffuseMap | ![]() NormalsMap | ![]() SpecularMap |
![]() UVMap |
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