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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 Unity

Mercenary Environment in Unity

As 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.

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.

Marmoset Toolbag WIP Render.

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 WebGL

Smart-T (Temp Render) for WebGL

Secure Mobile Anti-Jam Reliable Tactical Terminal (SMART-T)

Smart-T (Temp Render) for WebGL

Smart-T (Temp Render) for WebGL

Secure Mobile Anti-Jam Reliable Tactical Terminal (SMART-T)

Smart-T (Temp Render) for WebGL

Smart-T (Temp Render) for WebGL

Secure Mobile Anti-Jam Reliable Tactical Terminal (SMART-T)

Smart-T (Temp Render) for WebGL

Smart-T (Temp Render) for WebGL

Secure Mobile Anti-Jam Reliable Tactical Terminal (SMART-T)

Smart-T (Temp Render) for WebGL

Smart-T (Temp Render) for WebGL

Secure Mobile Anti-Jam Reliable Tactical Terminal (SMART-T)

Smart-T (Temp Render) for WebGL

Smart-T (Temp Render) for WebGL

Secure Mobile Anti-Jam Reliable Tactical Terminal (SMART-T)

Smart-T (Temp Render) for WebGL

Smart-T (Temp Render) for WebGL

Secure Mobile Anti-Jam Reliable Tactical Terminal (SMART-T)

Smart-T (Temp Render) for WebGL

Smart-T (Temp Render) for WebGL

Secure Mobile Anti-Jam Reliable Tactical Terminal (SMART-T)

Smart-T (Temp Render) for WebGL

Smart-T (Temp Render) for WebGL

Secure Mobile Anti-Jam Reliable Tactical Terminal (SMART-T)

Smart-T (Temp Render) for WebGL

Smart-T (Temp Render) for WebGL

Secure Mobile Anti-Jam Reliable Tactical Terminal (SMART-T)

Smart-T (Temp Render) for WebGL

Smart-T (Temp Render) for WebGL

Secure Mobile Anti-Jam Reliable Tactical Terminal (SMART-T)

Smart-T (Temp Render) for WebGL

Smart-T (Temp Render) for WebGL

Secure Mobile Anti-Jam Reliable Tactical Terminal (SMART-T)

Smart-T (Temp Render) for WebGL

Smart-T (Temp Render) for WebGL

Secure Mobile Anti-Jam Reliable Tactical Terminal (SMART-T)

Smart-T (Temp Render) for WebGL

Smart-T (Temp Render) for WebGL

Secure Mobile Anti-Jam Reliable Tactical Terminal (SMART-T)

Wireframe

Wireframe

Wireframe

Wireframe

Wireframe

Wireframe

Wireframe

Wireframe

Military Kitchen Trailer Render

Military Kitchen Trailer Render

There 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.

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 Assembled

MKT Assembled

This is the MKT in its completed state.

MKT Single Unit Wireframe

MKT Single Unit Wireframe

Wireframe of a single MKT Unit.

MKT Assembled Wireframe

MKT Assembled Wireframe

Wireframe of the full MKT assembled.

Smart-T Terminal vRay-RT Render

Smart-T Terminal vRay-RT Render

I 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 View

Terminal (Dirty) iRay Top View

This is a worn rendition of the Smart-T Terminal created in Substance Painter and holds true to the reference images.

Terminal (Dirty) iRay Quarter View

Terminal (Dirty) iRay Quarter View

This is a worn rendition of the Smart-T Terminal created in Substance Painter and holds true to the reference images.

Terminal (Dirty) iRay Bottom View

Terminal (Dirty) iRay Bottom View

This is a worn rendition of the Smart-T Terminal created in Substance Painter and holds true to the reference images.

Terminal (Clean) iRay Top View

Terminal (Clean) iRay Top View

This 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 View

Terminal (Clean) iRay Quarter View

This 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 View

Terminal (Clean) iRay Bottom View

This 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 Unshaded

Terminal Wireframe Unshaded

The wireframe of the terminal to show that it is game ready.

Terminal Wireframe Shaded

Terminal Wireframe Shaded

The 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

Jaws Render for Universal Challenge

Gayhead Lighthouse

Gayhead Lighthouse

Movie Prop Buoy

Movie Prop Buoy

Shark Front

Shark Front

Shark Bottom

Shark Bottom

Shark Rear

Shark Rear

Nuclear Reactor Control Button

Nuclear Reactor Control Button

This 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 Button

Nuclear Reactor Control Button

This 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 Button

Nuclear Reactor Control Button

This is a complete render of what the button will look like on screen from top to bottom.

Nuclear Reactor Spawnner

Nuclear Reactor Spawnner

This 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 Workflow

High to Low Poly Bake Workflow

I 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 Wireframe

Button Wireframe

Wireframe of the entire button.

Concept Art for Button

Concept Art for Button

Created 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 Target

Cutsom Beretta 87 Target

I 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 Render

Bertta Micro Render

Created in 3DS Max. Textured in Substance and rendered in iRay.

Beretta No Attachments

Beretta No Attachments

This is to show that the gun parts are modular.

Beretta Transparent

Beretta Transparent

This 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 Bottom Render

Beretta Left Render

Beretta Left Render

Beretta Wireframe

Beretta Wireframe

Modular Custom Ingram Mac 10

Modular Custom Ingram Mac 10

This 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 10

Custom Ingram Mac 10

This 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 10

Custom Ingram Mac 10

Rear Render of weapon parts extended out.

Modular Custom Ingram Mac 10

Modular Custom Ingram Mac 10

I 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

Ingram Mac 10 Wireframe

Thompson / Tommy Gun

Thompson / Tommy Gun

Legacy 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 Poly

Tommy Gun High Poly

Here is a high poly rendition of what is going to be baked in.

UV Checker Pattern

UV Checker Pattern

This 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.

DiffuseMap

DiffuseMap

NormalsMap

NormalsMap

SpecularMap

SpecularMap

UVMap

UVMap

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