︎ Unreal Potion Shoppe Prop
I designed and crafted this potion shoppe sign prop using Blender, Substance Painter, and Unreal Engine. Starting in Blender, I created both high-poly and low-poly versions of the model. The high-poly version, with its intricate sculpted details, served as the basis for texture baking onto the optimized low-poly model. In Substance Painter, I developed and refined all the materials. Then, I brought everything into Unreal Engine, where I set up a dynamic scene with multiple light sources and rendered the prop with cinematic camera movements to showcase its character and craftsmanship. Finally, I used a Niagara particle system for the candle flame.
︎ Chameleon
I created this napping chameleon scene using Blender and Substance Painter. I modeled and unwrapped everything in Blender, then textured it in Substance Painter, exporting albedo, normal, and ambient occlusion maps. After importing the textures back into Blender, I added mood lighting and finished with some light compositing for lens distortion and subtle glare.
︎ Mushroom Folk
These three anthropomorphic mushrooms include the humble protagonist morel, the helpful deuteragonist chantrelle and the evil antagonist death cap.
I aimed to keep the shape, textures and vibe of the real mushroom species while personifying them with bodies, faces and clothing to tell a story about who they are and what their personalities are.
To get the textures right I used bump maps whenever possible to keep the polygons to a minimum while allowing for great detail.
︎ Lunar Rover Model
I created this lunar rover and astronaut in Blender with meshes, curves and a variety of textures and shaders.
To get the reflections in the helmet visor I used a couple dozen low-strength sun lights and added a fresnel node to the roughness input of the principled bsdf on the visor material to make it highly reflective.
I used curves with bevel depth to create the metal bars and the electrical wires, then added shaders to make them appear either metal or plastic.
Most of the mesh surfaces have painted textures to make everything feel lived-in and roughed up.
Finally, I added pieces of duct tape here and there by using the shrinkwrap modifer on texture-painted plane meshes.