WIP

Making progress, still fixing lighting. I completely revamped the hole in the floor and bay window and some of the base architecture. Trying to figure out Emissive materials in UE4




More to come, I've been working on and off this project for a while now and just getting back into it.



Garbage bag sculpt


Mainly just playing around with new brushes

Modular Sci-fi scene testing out lighting emitted from objects


A little project showing my knowledge in mental ray, lighting raytracing.

      

Assets created for my internship with the National Flight Academy. All assets are personally implemented into the Microsoft Flight Simulator engine. The Water Tower was modulated all over the games world for aesthetic, The Temporary Bridge was used for aesthetic as well with a snow variant texture. Cockpits were required to be made by scratch for the planes created, they are implemented into the engine and are flyable.


This is some of the work created for my internship with the National Flight Academy. The SPAD 13(Right) and the Caudron 460. These planes are put into Microsoft Flight Sim using a variety of mediums, (3Ds Max, GMAX, Maya etc.

      

Random props built for real time.



King Kai from Dragon Ball Z. Created in less 2 weeks. 1966 tri, 256x512 diffuse.



Tree made in UDK




A fantasy library I've always wanted to make.


Low res wall used for wall modulation in real time environments.



A final project for a shading and lighting class. I did the placement of objects, texturing, lighting and rendering using mental ray.