This is the second year college final major project that would be my first complete diorama with a realist approach. A moment in time of the aftermath of a battle between knights in a dark gloomy landscape.
The first diorama and the first final major project in college that shows the start of the journey in becoming a 3d environment artist. Heavy inspiration from human fall flight displaying the array of environments in one.
A 3D reimagination of bomber man with Niagara effects. A simple but fun approach to a interpretation of a existing game.
This was my second Fmp submission for college. It gave me free range to explore options and direction but I decided to go for more a realistic approach than my first Fmp in my first year of college. I modelled the hero asset which is the sword and the bridge to set a scene, built the scene in unreal engine 4 using free assets and creating Niagara effects to make some atmospheric lighting.
This my first Fmp submission for year 1 of college. These were the begging steps of creating and experimenting. Largely inspired by human fall flat and I wanted to capture seasons in the form of islands in a stylized matter. The same techniques used as most of my projects trying to utilize unreal engines potential.
In the first year of college we were tasked to remagine a 2d game into a 3d style. My choice was bomber man and decided to make different types of bombs with a simple overview on how this would work in game. I modelled and textured a simple bombe, popped it into unreal engine and used Niagara to make some effects to help represent the different elements.
This was a personal project to make a simple dessert hangout spot. Mostly consists of free to use asset bar the rusty structures. A simple play around in unreal engine.
This project dives into using Marvellous designer to create realistic clothing simulations. Tasked to design a post apocalyptic character I decided to take a unique route to achieve such.
This was my first ever 3d modelling task set to use at the very begging of college. Tasked to make and interpret a cry's knife in pour own style. Modelled in 3ds Max and textured in substance painter.
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