Overview
During my last year at California State Long Beach University, I focused on 3D modeling. I took sculpting classes and worked on self-led projects as the university did not have a big 3D department. In doing so, I was able to work at Wondersea Studios while in school as a 3D character artist/modeler. During my time at Wondersea Studios, I created many creatures for the “Dreamland Confectionary” Game for the Nintendo Switch and PC. I assisted with environment art along with designing creatures.
Software: Zbrush, Maya, Substance Painter, Marmoset Toolbag 4, photoshop, Unreal engine, Unity engine, and more.
Project Gamma – Realistic Sci-fi Human
A Sci-fi character based on Margot Robbie’s likeness.
Project Gamma – Realistic Sci-fi Human
I conceived and designed a video game character, Oddetta, a sci-fi woman based on Margot Robbie’s likeness. Created during my last semester at California State Long Beach University, as a self-led project.
- Created the overall concept and design
- Blocked out character in ZBrush with spheres and basic shapes (No base model)
- Created hi-poly character design in ZBrush and hi-res details
- Brought model into the Maya and shaded and textured model for presentation and use in Unreal engine.
Software: ZBrush, Maya, Adobe Substance Painter, photoshop.
Started with rough shapes in Zbrush.
Dreamland Confectionery by Wondersea Studios
Dreamland Confectionery by Wondersea Studios
Storyline: Surrounded by vibrant creatures and peculiar characters, Ami finds herself in a strange dreamland full of mysteries and wonder. Bake for others, ride colorful creatures, and solve environmental puzzles to find the missing pieces needed to wake up. Is this more than just a dream?
My involvement: Modeled and textures environmental and creature-based concepts from multiple artists on the team. Also did some creature design and play testing research and analysis.
Software: Maya, Substance Painter, Photoshop, Marmoset Toolbag 4, Unity, Blender.
Please click on tabs to see the different models I developed.
The final SeaBunny Evolution
The last evolution of SeaBunny was a large asset to make for the game. But as this creature was very important to the story we had to give it a lot of attention. The challenge with this model was the face, it took a lot of time to get the rabbit face to feel good and fit in. The texture was very important to make sure the rabbit felt like it had soft fur.
Clay Sculpture Work
Human face likeness with Disney clay showing the human face flow on one side and normal face on the other.
Realistic Human Face in Disney Clay
For the final semester of my Bachelor of Fine Arts degree, I wanted to study human anatomy in more detail to improve my 3D modeling skills. Here, you will see my anatomy studies of the human face and body (Bones and Muscles). In my work, I focused on the skeletal muscles but also concentrate on fat in the body and how it lays on top of both muscle and bone.
I used countless references to make sure I was getting a general likeness, while also using a mirror to review and study my own face and make sure I was accurately displaying the superior jowl compartment and the nasolabial of the face. The challenge was making this within 3 days and getting it as true to a human likeness as I could.
One side of the face shows the flow of the face. I wanted to understand how one could make the topology of the face in a general way. The goal of this assignment was to improve my knowledge and skills of the human anatomy for my 3D sculpting skills in ZBrush.
Tools: Disney clay and sculpture clay.