A little about me
I am a 23-year-old with an insatiable hunger to create and learn as much as possible doing so. At any given time I probably will have one big character project, two to three smaller 3D print models, and a model currently printing that I am working on.
During my time at school, I tried many different 3d art forms, almost all of which I loved and still work with in my spare time but I ultimately decided on what I went to school to do in the first place, character art. I don’t remember a time in my life when I haven’t been creating art or playing video games, so character art has always been a no-brainer for me. Every video game I have ever played I always find myself being drawn to the characters and their designs, especially the little details that help sell their story. It is a really incredible time to be working in the industry as the technology is absolutely incredible and allows some of the most breathtaking stories to have the art they deserve to match. I love every part of the character creation process, and the challenges and learning opportunities every new piece gives.
Zbrush is my absolute favorite program to work in, but I also enjoy modeling in Maya and the many amazing texturing possibilities Substance has to give my sculpts new life. I typically start with a clean base mesh in ZBrush that I either made in Maya or got from another amazing artist. Once It has the general primary facial and body structure I am aiming for I start adding subdivisions and more refined shapes and details. I can make clothing in both Zbrush and Maya but prefer to make the low poly version of each piece in Maya as I find I have more control over where I want each edge and specific polygons for better animate able topology. Once I am happy with the mesh I import it into Zbrush, fit it to my mesh, and start on the details. Once I am finished with the details I import all of my low poly models into Maya so I can UV each piece in the best possible spots to avoid them being obvious. In substance, I make all of my bigger textures and use photoshop for the more detailed things like Tattoos, embroidery, and crisp decals. I then make the hair using the Xgen feature in Maya and either export it into the Unreal Engine or keep it in Maya to render.
software
zbrush
maya
substance 3d painter
substance 3d sampler
unreal engine
photoshop
premier pro
bambu lab slicer
cura slicer
resume
LET'S PLAY!
FEEL FREE TO CONTACT ME FOR FUTURE WORK AND PARTNERSHIPS!