Fantasy weapon assets to be submitted to the Unity and Unreal asset stores.
2K Texture sheetAlbedo | Normal | Roughness | Metalness
Rendered in Substance Painter.Sketchfab Link
3ds Max Render
Rendered in Substance painter.
Rendered in Unity 5.Sketchfab Link
Created for a virtual range training simulation. Modeled in 3ds Max, normals baked in Substance Designer, cloth details in Zbrush, and rendered in Marmoset Toolbag.
- 2 2048x2048 Normal Maps- 8k TrianglesHighpoly Mowag Eagle IIHighpoly vehicle to be used for normal baking.
Created for a virtual training simulation. Modeled in 3ds Max, detailed in Zbrush, textured in Substance Painter for Unity 5, and rendered in Marmoset Toolbag.
- 2048x2048 Bcl/Nml/Mtl/Rgs
- 7310 Triangles
- 1024x1024 Diffuse
- Plunger: 416 Triangles, Dryer: 256 Triangles
- 1 1024x1024 Normal Map
- 1 1024x1024 Albedo Map
- 1 1024x1024 Specular Map
- 2200 Triangles
- 600 Triangles
- 1 512x512 Normal Map
- 1 512x512 Albedo Map
- 1 512x512 Specular Map
- 1200 Triangles
- 1 512x512Normal Map
- 1800 triangles
Assets created for the gun building site Gunstruction. http://www.gunstruction.net/Modeled in 3ds Max, textured in Photoshop, Rendered in Unity 4.
All assets are under 2000 triangles using 1 512x512 diffuse and 1 512x512 normal map.
Modeled in 3ds Max using various concept art images as reference. Rendered in Marmoset Toolbag and Photoshop.
- 2.6 Million Triangles
Environments created for Disney's Aaron Stone on the Nintendo DS (Cancelled).All environments modeled in 3ds Max, textured in Photoshop using tile sets.
Environments created for Call of Duty World At War for the Nintendo DS.
All environments modeled in 3ds Max, textured in Photoshop using tile sets.
Deer model for shooting simulator created in Unity. Antlers removed for prefab variation in Unity editor.
Initial sculpt for deer model for shooting simulator created in Unity.
Sculpts created in 3ds Max, Sculptris, and Zbrush.
Sculpt for 3d printed figurine.
Created in Sculptris then detailed in Zbrush.
I started with a base mesh in 3ds Max then detailed it in Zbrush.