This section contains my various works as a 3D artist.

I work primarily in 3dsMax, with a strong focus on general modeling & texturing for both real-time and pre-rendered outputs. I have intermediate experience with V-Ray rendering, as well as developing game assets for Unreal and Unity game engines. Some of my models can be found on Turbosquid, and can be produced for a wide-variety of uses including visualizations, presentations, motion graphics and 3D printing.

Summer/Fall 2014 Tip

My tip for Summer/Fall 2014 is a general tip relating to low polygon modeling, and it's especially intriguing because it’s all about high polygon modeling…confusing but let me explain.

Low polygon modeling is an older practice that basically involves producing a given model using the minimum amount of geometry. This was more important a few years ago when game engines (and similar mediums) couldn’t handle the massive mesh detail produced using high poly subdivision techniques like Turbosmooth. The issue is that it’s tough to produce a uniform, accurate low polygon model if you’re creating it poly by poly. The advantage of subdivision modeling is that the artist inputs the bare minimum detail, than the plugin automatically (and exponentially) increases the polygon count producing a nice smooth surface. The disadvantage (obviously other than the high poly count) is the fact that producing these high poly surfaces requires some unusual edge loops that aren't acceptable for a usable low poly model.

So here’s the technique: Model your object using high poly subdivision techniques, produce the high poly result, than manually reduce the edge loops and you’ll be left with a nice uniform and accurate low polygon result. It may sound like extra work but trust me, use the power of subdivision modeling capabilities and you’ll produce better, more even and usable low polygon models. Read more about it here.