Hi5.com Avatars - unplublished work

3d Studio Max - UV layout, Skinning, Modeling
Photoshop - Hand painted textures
BodyPaint3d - UV Layout, Hand painted textures

I created this character's hair and clothing for the Hi5.com avatar system. I used Hi5's proprietary tools to create and export avatars into their flash game engine.

[click to see a more detailed image including UV layout]

Hi5.com Avatars - unpublished work

3d Studio Max - UV layout, Skinning, Modeling
Photoshop - Hand painted textures
BodyPaint3d - UV Layout, Hand painted textures

I created this character's hair and clothing for the Hi5.com avatar system. I used Hi5's proprietary tools to create and export avatars into their flash game engine.

[click to see a more detailed image including UV layout]

The Sims 3 Commercial - boy

The Sims 3 Commercial

Maya - sculpting using proprietary tools by Electronic Arts, procedual textures, texture maps generated with proprietary tools by Electronic Arts

This commercial was created at EA Redwood Shores and the featured character seen here was one I assembled and sculpted using proprietary tools from EA.

[click to see a more images from the commercial]

tank - thumbs up

Beach Volleyball character

Maya - modeling (polw poly mesh), procedural textures
Zbrush - modeling (high poly detail), hand painted textures
Photoshop - hand painted textures

This beach volleyball character was created for my thesis project at the Academy of Art University. It started as a 900 poly mesh in Maya and eventually became a 250,000+ poly mesh after it was detailed and subdivided in Zbrush. Zbrush was used to paint in 3d to help solve the problem of painting over seams and to get some good detail with the hair.

[click to see a larger image ]

bulldog

Wrinkly Dog

Maya - base mesh modeling and procedural shaders
Zbrush - mesh detail, displacement maps, hand painted textures
Photoshop - hand painted texures

This dog was initially created to do a displacement test using Maya and Zbrush. After creating a low poly mesh in Maya (~180 polys) I used Zbrush to detail the dog and paint textures. The displacement map was then exported and used as a bump map for a high poly mesh.

[click to see a larger image and the diffuse texture map ]

anatomy study - zbrush

Anatomy Study

This render is an anatomy study using Maya and Zbrush. I've found that sculpting in Zbrush allows you almost as much control as actually sculpting clay. And the best part about it is that the clay never dries out.

[click to see larger front and back images ]

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