A low poly assault rifle I made for Explosive


Defiance PvP Helmets

These are some low poly helmets I modeled for Human Head/Trion/Syfy Network. I did the high and low poly models and sent then off for texturing in house. Ther have multiple resolution levels and seperate models for each playable race.



Escape Pod

This is an escape pod I made for Human Head/Trion/SyFy Network. This was created for use in the cinematics for Defiance. I created the high and low poly models for in house texturing. The concept was done by Jeff Moy.



low poly models

These are some models I made for Human Head/Trion. They all had to be mapped to the same premade texture for performance reasons. The concepts were all done by Jeff Moy.




creature


This is as new model I have just started working on. I was imagining some sort of human and crustacean mutant and this is the direction I am going. I am still working on proportions, so you can see I haven't been focusing on fine details yet.

machine


This is a machine I made that I based the hallway environment around. When I was browsing the Unreal assets in UDK, I saw one model that had an interesting shape which I liked. So, I decided to use its silhouette as reference to make my own version. I wanted to make it much cleaner looking and brighter than that one.


And here is a screenshot of the model I used as reference.

hallway


This is the finished version of the hallway after tweaking materials and lighting.


Here are the assets shown individually.

hallway wip



This is something I have been working on lately, getting myself re-familiarized with using Unreal.

This is a screenshot from the Unreal 3 engine in the UDK editor. I created all the models and textures for this hallway scene. You can see how a slight change in lighting affects the entire look of the scene. I prefer the darker hallway myself, as the emissive textures are more prominent.

Beast


This is the final model I have rendered normals from the high poly down to low poly and textured. I am using a diffuse, spec, gloss, and normal map for the final render from 3dsMax.



A turntable video of the beast.

beast WIP



This is a model I am currently working on for fun again, as well as learning some more tools and features in Zbrush.

lizard head

This is a model I made for fun, created in Zbrush. I was just playing around learning the program.

Here is a quick turntable render of the model.

new escape pod



This is the new version of the escape pod that I had to rework. I didn't have a concept to work from, so it was a lot of going back and forth with the client determining the look on this one.

 Here are a few more angles of the new pod.

escape pod

 
 This is an escape pod I modeled for a client to be used in an original IP, which is unannounced. Unfortunately they changed their mind on this one, and I had to make a new different version.

  Here are some different angles of the model.

And this is the concept I was loosely working from, created by Jeff Moy.

box

This is a model I created for fun. I don't really know what it is, I guess it could be some sort of machine or electrical device.

car

 This is a car model I made for fun. I got the idea to make a car based on the image below. I took some elements from it, along with a CR-Z, and incorporated them into a fairly realistic car you could possibly drive today.

 This is the image I found on the internet which I used for reference, created by Andrew Ley.

And here is the Honda CR-Z I also incorporated elements from into the final model.

airship

 This is a model of an airship I made for Mad Mammoth.

 This is just a version with a metal shader applied.

Jeff Butler made this concept I worked from.

hummer

Here is a model of a Hummer H1 I made. It was going to be used in Wolverine, but ended up not needing it.

forklift

Here is a forklift model I made for Wolverine.

This is the textured version that a texture artist at Raven made for it.

beacon

This model was created for Singularity to be used in multiplayer mode. You would have to get close to it and power it up to claim that territory - kind of like capturing a flag.

electrical juntion box

This is the electrical junction box for Singularity. I believe you could use the TMD on this object to pick it up and throw it at enemies.

pulse initiator console

Another model for Singularity. I had to create this console to work with an existing model.

 
Here is the concept by Jeff Moy.

powerbox

This is a model I made for Singularity. It was created for use by the TMD to age it so it becomes decayed and the power shuts off. You can also revert it to a working power source.

Here is the model in the Unreal engine. Joe Koberstein created the textures you see here.

light-heavy

 
This is a model I made for Singularity. It was to be used with the TMD to age it to become broken and lower the weight. You can also reverse its age to when it was new, so it would weigh more. Basically used for puzzles.
 
 This is a textured version of the low poly, I'm not sure who to credit for the texturing.