The Mandalorian (Season 3)

S3:E7 Chapter 23: The Spies

Electro Plasma Dual Bladed Bisento • Electro Plasma Bisento • Electro Plasma Whip

(CG Replica Model / Texture)

Created the CG Replica Model and Texture for the Electro Plasma Bisento and Whip. Partial kitbash modeling was done for the Dual Bladed Bisento, not responsible for dagger end blade component.


Skeleton Crew

S1:E2 Way, Way Out Past The Barrier

Dinghy • Dinghy Variants

(Model Optimization / Kitbash / Texture)

Concept Dinghy model was provided. Model optimzation was needed for production.

New geometry was created for the plastic meshing and additional kitbash components were added around and to the underside.

Responsible for the first pass of the model and textures, as additional refinements have been added post task.

Additional modeling and texturing for Dinghy variants were also created.


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. Originally wanting to follow the concept, my instructor recommended I create a version of the concept. As advised he told me that many artists create fan art. He wanted me to push for something that was different and closer to my own preference of design.

Responsible for all aspects except concept idea, background plate, and megascan assets.

Software: Maya, Substance Painter, Marvelous Designer, Redshift, Nuke, After Effects


Jazz Prototype

Original Concept by Kung Jazz.

(Model / Texture / Lighting / Look Development / Camera Animation / Rendering / Compositing)

With Kung’s photobashed concept, I revolved around the idea of having different parts assembled to create a prototype like robot. There were a lot of complexities in the shapes and forms from the concept which made it difficult modeling. Both Substance Painter and Mari were used in the process of texturing. AO and curvature maps were generated in Substance Painter which were then used in Mari to create the help with detailing. Adding in dynamic elements, I animated a fan like geometry to cast spinning shadows onto the model. Added smoke and spark effect footages, which were comped on top using Nuke.

Software: Maya, Substance Painter, Mari, Redshift, Nuke, After Effects


The Mandalorian (Season 3)

S3:E8 Chapter 24: The Return

Westar 35 Blaster

(UVs / Texture)

Minor revisions to model were made that were missing from scan. Main responsibilities were to match the textures of the original scan.


PlayStation VR

Farpoint

Spider Boss • Spider Goober • Spider Gorilla • Assault Rifle • Pilgrim Space Station

(Model Optimization / Upscaling / Detailing / UVs)

Originally received as game assets, I was tasked with optimizing for commercial production quality. Taking the creature meshes into Zbrush, I used the game mesh maps as guides to sculpt and help bring the out the high fidelity details. In addition, optimization assault rifle and pilgrim space station were also needed.


PlayStation VR

Batman Arkham VR

Platform • Grapple Hook • Arches • Super Computer • Stalactites

(Model Optimization / Upscaling / Detailing / UVs)

Models from the game were provided by the client. My main task was to optimize the models for commercial production. Involved model optimization, rebuilding elements, and re-uving.


The Mandalorian (Season 3)

S3:E4 Chapter 20: The Foundling & S3:E3 Chapter 19: The Convert

Traffic Vehicles • Collaborative work with Robert McKinnon Jr.

(Model / Kitbash)

Assisted in helping create traffic vehicles for Coruscant. Task involved taking prexisting models and create additional details by modeling parts or kitbashing components.


Candy Cane Lane

Miniature Furniture Decorations

Standing Picture Frame • Hanging Picture Frame • Chessboard Table • End Table & Bird Figure

(Model)

Responsible for creating models to match miniature furniture decoration scans.

Candy Cane Lane

Doll House

Slide • Palm Tree

(CG Replica Model / Detailing)

Slide and stem geometry were provided. Refinements were made to match the geometry to the original plate.

Candy Cane Lane

Ornamental Figure Cutouts

Red Hair Drum Boy Cutout & Geese Cutout

(Model)

The cylindrical base ornament was provided. My task was to create cutouts of the figures Red Hair Drum Boy & Geese.


Arconic

The Jetsons

Vacuum Lift • Furnace • Kuka Arm

(Model / UVs)

Created the model for the vacuum lift to hold the wing of the plane and robotic arm that would interact with the furnace.


Nissan Rogue

Rogue One A Star Wars Story Battle Tested

Control Watch Tower Exterior • Hangar

(Model / UVs)

Created the model for the exterior of the Control Watch Tower and the distant Hangar meshes.


Endless

Original Knight Concept Inspired by Hui Zou & Character Animation by Carlene Chang

(Model / Texture / Lighting / Partial Rigging / CFX / Look Development / Camera Animation / Rendering / Compositing)

Technical project aimed to better understand CFX workflows and rigging hardsurface components onto a character. The biggest challenge was making sure there were as minimal armor penetration and CFX jittering with the animation as possible.

Software: Maya, Substance Painter, Photoshop, Redshift, Nuke, AfterEffects, Megascans


Armored CATD9R

Shot Design Inspired by Jama Jurabaev

(Model / Texture / Lighting / Look Developement / Camera Animation / Rendering / Compositing)

Focus of this project was to create a replicate of a real life bulldozer that would be rigged animated into the shot. 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. Not responsible for background plate and megascan assets.

Software: Maya, Substance Painter, Redshift, Nuke Megascans


Playstation VR

STAR WARS Battlefront Rogue One - X-wing VR Mission

Lamps • Bookshelf • Walls • Windows • Couch • Misc. Props

(Model / UVs)

Models from the game were provided by the client. My main task was to optimize the models for production. Making sure that each mesh that was to be simulated had to be uniquely seperate for FX. Involved rebuilding elements, beveling, and re-uving, and careful layout.


Kohler

Never Too Wanted

Exterior Diner (Right Wall Section) • Road Wall • Road Dirt Intersection • Cactuses • Misc. Rocks

(Model / Detailing / UVs)

Modeled the right portion of the diner minus the sign. In addition I created the road wall, variations of cactuses and rocks, and sculpted the dirt road transition.


Chess Set

2023 Summer/Fall Term Instructor

(Model / Texture / Lighting / Look Development / Camera Animation / Rendering)

School Lesson Demo aimed to teach students CG Rendering Pipeline for my Intro to 3D class at DAVE School. My goal was to teach students basic techniques of modeling using nurbs, converting those to poly meshes, texturing in substance painter, and lighting, look developement, and rendering using Redshift.

Software: Maya, Substance Painter, Redshift


Beauty

Grey

Capsule

Original concept by Khang Le.

(Model / Texture / Lighting / Look Developement / Matte Painting / Rendering / Compositing)

Interior environment study. Used as a basis to learn V-ray renderer. Tackling the hero pieces first such as 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 and Substance Painter for additional details. 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