Wednesday, January 27, 2016

The Avenger

I got the chance to model the Avenger in the new Xcom 2 game cinematics. It turned out to be a pretty fun project, I got a lot of freedom in realizing the final design from the concept paintings so there's a lot of my own interpretation in the final product.

The cinematic had to be rendered in the Unreal, and there was a limit to how many polygons a single object could have, so the ship ended up being broken into 4 major parts that then basically just flew around in close formation in the engine.

Saturday, March 28, 2015


I got to do some models and texturing for the Civilization: Beyond Earth intro sequence.

The gantry and launch vehicle for the future American launch.

The mothership model was provided as a basic previz model which I cleaned up and textured.

A quick and dirty shuttle model for the final sequence of the animation.

Tuesday, July 22, 2014

Bald Girl Redux

I've been slowly picking away at this model for a while now, maybe I should get around to figuring out a worthwhile hair solution...


Thursday, October 3, 2013

Get to ze choppah!

Here's a test image for a special ops UH-60 that's going to appear in an upcoming movie. There's no textures on this chopper, as it'll end up being pretty small in frame, and mostly a silhouette. I setup some basic shaders in Arnold, and with a bunch of motion blur, bloom, and film grain it should look real enough.

Thursday, June 6, 2013


Still need to do some further work on the arms and legs, but the general look is pretty much set now.

Friday, May 10, 2013

Scales and more scales

Got a decent start on the scales and wrinkling, but still needs a lot of work. I may add another row of those crocodile style ridges along the very top, and carry some of those larger knobby scales down the sides of his torso.

Here's the highres sculpt in mudbox, currently at about 13.5m polygons.

And here's the lowres in Maya's viewport 2.0, at about 20k polys.

Monday, May 6, 2013

T-rex skin

Here's the rex after a bunch of tweaks to the proportions, especially the head and neck. I'm still playing around with general coloration ideas, but I kind of like how this one is looking. Eventually this guy will be dropped into Unity and used as a test to see how well rigs and animation transfer over from Maya.