Demo Reel
Lost and Abandoned
Based off concept art by Emmanuel Shiu and Logan Preshaw.
I wanted to tell a story about a lost robot wandering through a graveyard of ships in search of his owner.
Responsible for all aspects except background plate and megascan assets.
One of the biggest challenges I faced was to create something new but still follow the same story and composition from the original concept. I started by designing different variations of ships that would fit in this world. Taking the shapes and silhouettes from those various designs, I then kit-bashed them together to create the spaceship that you see in shot. For the robot, I decided to add a yellow jacket which allowed him to have contrast from the ship. Lastly I used pieces from the tower as gobos to cast shadows that would create lines to help guide the audiences eye through the scene.
Software: Maya, Substance Painter, Marvelous Designer, Redshift, Nuke, After Effects
Wireframe
Jazz Prototype
Based of a concept art by Kung Jazz.
With Kung’s photobashed concept, I revolved around the idea of having different parts assembled to create a prototype like robot.
Responsible for all aspects of robot.
There were a lot of complexities in the shapes and forms from the concept which made it difficult modeling inside of Maya. Both Substance Painter and Mari were used in the process of texturing. AO and curvature maps were generated in Substance which were then used in Mari to create the details in the texture. Adding in dynamic elements, I animated a fan like geometry to cast spinning shadows onto the model. Smoke and spark effect footages were comped on top using Nuke.
Software: Maya, Substance Painter, Mari, Redshift, Nuke, After Effects
Wireframe 1
Wireframe 2
Wireframe 3
Wireframe 4
Vanguard
Project done in collaboration with Josh Harrison.
Responsible for B1 Centauro tank model, texture, and shading.
The tank is a B1 Centauro and was modeled in Maya. Texturing done in substance painter. Shading was done inside of Redshift. Once the asset was ready, I passed it along to Josh where he then rigged and animated it into the shot.
Software: Maya, Substance Painter, Redshift
Endless
Knight concept by Hui Zou
Project done in collaboration with Carlene Chang.
Responsible for scene lighting and shading of environment and all aspects of Knight except base rig.
A work in progress piece that I’m currently working on. I started by downloading a base rig that I would then rig armor parts onto. The biggest challenge so far has been making sure there are as minimal armor penetration and cfx jittering with the animation. Upcoming progress will showcase additional fx to be added in the scene.
Software: Maya, Substance Painter, Photoshop, Redshift, Nuke, AfterEffects, Megascans
Beauty
Grey
Capsule
Original concept by Khang Le.
Interior environment study. Used as a basis to learn V-ray renderer.
Responsible for all aspects
Tackling the hero pieces first like the hammock, computer, furnace, and metal drawers, I then went on to create smaller kitbash pieces to scatter in the hidden areas of the shot. I had a goal in mind to create a lived in space that was both vibrant and cluttered with random parts. The cloth fabrics were simulated in marvelous designer. V-ray fur was then applied on top for the fuzz like look. I used Photoshop to create various tile-able textures for the scene. I did the rest of my shading and lighting using V-ray. The final image was comped using Photoshop.
Software: Maya, Substance Painter, Photoshop, Marvelous Designer, V-ray
Farpoint
Commercial done at JAMM for Playstation Client.
Responsible for creature detailing and clean up of assault rifle and pilgrim station.
Originally having been received as game assets, I was assigned with the task to up-res the assets for commercial production quality. Taking the assets into Zbrush, I used the game mesh maps as guides to sculpt and help bring the details out. In addition I helped with the mesh clean up of the assault rifle and pilgrim space station.
Software: Maya, Zbrush
Armored CATD9R
Focus of this project was to create a replicate of a real life bulldozer that would be rigged animated into the shot.
Responsible for all aspects except background plate and megascan assets.
I gathered references of the bulldozer and also purchased a mini model kit to use as reference. The tank was modeled and rigged inside of Maya. Megascan assets were used to populate the environment. The scene composition was inspired one of the artworks by Jama Jurabev. The shot was intended to have the bulldozers arriving onsite to clear debris.
Software: Maya, Substance Painter, Redshift, Nuke Megascans
Arconic
Project done at Framestore for Arconic client. Directed by Justin Lin.
Responsible for vacuum lift, furnace, and kuka arm visible on the left side of the shot.
I was given the task to model an asset to hold the wing plane as well as a robotic arm that would interact with the furnace.
Software: Maya
Smooth Criminal
Original concept by Helmut Dohle.
Project used as a study for shading and grooming a character.
A work in progress piece that I’ve started at Gnomon. I started by gathering various references of senior men and different styles of facial hair. For the face I started a likeness study of Mark Rylance and used that as a base for the model. Texturesxyz displacement maps were used to project displacements onto the model using Mari. To get quality sub surface scattering I decided to use V-ray. Grooming for the first time using Xgen was not easy, and is a new skill I’d like to continue developing.
Software: Maya, Zbrush, Mari, Substance Painter, Xgen, V-ray, Nuke, Photoshop
Rising Queen
Responsible for all aspects
Project created to study and create creature designs.
This piece was inspired by the designs of animal skulls and from the recent creature that starred in A Quiet Place, Stranger Things, and Aliens. The creature was modeled and textured inside of Zbrush. I then used Keyshot to shade and light the piece before finally bringing it into Photoshop for the final composite.
Software: Maya, Zbrush, Keyshot, Photoshop