Bard from Concept 4

For Polycount's Bi-Monthly Character Challenge

September-October 2016

Zbrush, Maya, Quixel Suite, Marmoset


Boar Creature in Saleblazers.

June 2022

Zbrush, Maya, Substance/Adobe Painter

First project at Airstrafe Interactive. The art style didn’t quite match in the first iteration, and it was a bit too gunky. With the guidance and direction from Andrew Downs, I cleaned things up to get the final sculpt and textures. The fur texture was created with an alpha stamp brush created by Andrew


Pepperoni Pie

While teaching myself Blender, I fell in love with both procedural shading and geometry nodes. To practice, I decided to try to create a pizza completely procedurally.

  • bread height/bump and color variations are all created with a combination of perlin and Musgrave, and other types of noise

  • the way the pizza sauce fills into the bread uses the same Musgrave noise mask (so the highest parts are filled in last

    • the textures are also procedural

  • the cheese is dependent on the sauce so there’s always a bit of the sauce outside the radius of the cheese. It’s also dependent so there can be numerous ways to blend between different amounts of cheese and sauce

    • cheese made procedurally with Voronoi and other types of noise textures

  • The Pepperoni are geometry nodes

  • The number of pepperoni, amount of cheese, and amount of pizza sauce are all fully controllable in exposed parameters in the scene settings. The pizza image from the gallery above has about 40% cheese on top of the sauce

Unlike the other 3D artwork, nothing about this is meant for game engines. The focus was on procedural shading and learning blender

Feb 2022


Robot Arm

Summer 2015.

Maya and Quixel Suite


Hand-painted Tree

Spring 2016

Maya and Photoshop


Headless Pillar

Summer 2014.

Zbrush and Quixel Suite.