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/Texture of the Electro Plasma Bisento & Whip. Partial kitbash modeling was done for the Dual Bladed Bisento, not responsible for 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 to the underside.
Responsible for first pass of model/textures, as additional refinements have been added post task.
Additional model/texture 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.
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
The Mandalorian (Season 3)
S3:E8 Chapter 24: The Return
Westar 35 Blaster
(Texture)
Minor refinements to model were made. Main responsibilities were to match the textures of the origianl scan.
PlayStation VR - 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.
PlayStation VR - Batman Arkham VR
Commercial done at JAMM for Playstation Client.
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 production. Involved rebuilding elements, beveling, 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 modeling/kitbashing components to create more interesting details.
Candy Cane Lane
Miniature Furniture Decorations
Red Hair Drum Boy Cutout & Geese Cutout
(Model)
Responsible for creating models to match miniature furniture decoration scans.
Candy Cane Lane
Doll House
Slide • Palm Tree
(CG Replica Model / Detailing)
Slide/stem geometry was 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
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.
Nissan Rogue
Rogue One A Star Wars Story Battle Tested
Control Watch Tower Exterior • Hangar
(Model / UVs)
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
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
Playstation VR - STAR WARS Battlefront Rogue One - X-wing VR Mission
Commercial done at JAMM for Playstation Client.
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 production. Involved rebuilding elements, beveling, and re-uving.
Kohler
Never too Wanted
Exterior Diner (Right Facing) • 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
School Lesson Demo aimed to teach students CG Rendering Pipeline
(Model / Texture / Lighting / Look Development / Camera Animation / Rendering)
Created this demo for my Intro to 3D class at DAVE School. My goal was to teach students basic techniques of modeling using nurbs, converting to geo, texturing in substance painter. lighting, look developement, and rendering in Redshift.
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