Modeling

Throughout my career I have been tasked with creating 3d models for various game engines. Nintendo required extreme low poly with separate textures. As the industry grew I used Atlas sheets to keep textures together. Today I are using layers to create complex textures (Height, Roughness, Metallic, Normal, Albedo, and Detail Albedo, Gloss, AO). Mega Scans and Substance Designer and Painter have helped increase the speed and complexity for interesting and exciting texturing, responding to reflection and light probs along with HDR and PBR.

Unity Level Object

Unity Level Object

Unity Level Design/Object

Unity Level Design and Object Creation

Unity Level Design and Object Creation

Unity Level Design and Object Creation

Level, Lighting, Texture and Object Design

Lighting, Texture and Level Design

Lighting and Texture, PBR, HDR, lighting probes Reflective Probes

Lighting and Texture, PBR, HDR, lighting probes Reflective Probes

Lighting and Texture, PBR, HDR, lighting probes Reflective Probes

Lighting and Texture, PBR, HDR, lighting probes Reflective Probes

Wii Platform

Object Creation – Basic

Asset Creation and Texture Creation

Asset Creation

Wii Platform

Level Design

Wii Platform

Asset Creation Level Design

Wii Platform

Level Design

Textures set for Nintendo Engine