Professional Work - i3

Hangar Unity Environment: I was in charge of creating this environment for our training apps in Unity. I created the design of the room from photo reference taken in a few different real world hangars, working with my lead to identify our favorite elements and combined them. I built the models for the structural elements, some of the props, and the wall and ceiling textures. Our art team created additional props to fill the scene. I then set dressed the entire scene, baked all the lighting, and created the post processing profile.

This radar panel was created for a Unity project using only reference found on the internet for a cinematic in Unity.

Software used: Maya, ZBrush, Substance Painter, Photoshop, Marmoset Toolbag

Hydraulic Ram: This object was built internally to serve as a benchmark for our junior art test I helped create. Our test involves a list of requirements that this model contains. We look for candidates that can properly use high to low poly baking workflows, while mirroring/stacking UV shells to maximize texel density. Modeled in Maya and ZBrush, textured in Substance Painter, and rendered in Marmoset Toolbag.