3D Artist
TIE Interceptor
Taking inspiration from NASA and SpaceX for a new TIE interceptor.
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Trying to get better.
Made this for a contest, Comes in at just over 8k tris. We had to make a hand plane so I chose the beastiest one I could find.
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HMX Grenade - High Poly
Concept art by Ben Mauro.
http://benmaurodesign.com/
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[UE4] Dark Souls III: Farron Keep Perimeter
This project is my recreation of Dark Souls 3 in Unreal Engine 4. I picked an area that interested me and I modeled, textured, and did all the lighting in the level.
While playing this game I have continuously been amazed by the detail and style of the environment artwork. I realize that they do this through clever use of efficient modular assets.
My goal was to create this with about 90% accuracy to the original game assets and about 10% added or slightly altered pieces and my own ideas. I created it as if it were a small section of a much larger world like it is in the game.
I placed a high emphasis on efficiency such as UV space, substance files and reusable textures.
All particle effects are modified versions of those provided by Epic.
This is fan art. No copyright infringement intended.
Darksouls™ 3 & ©2016 BANDAI NAMCO Entertainment Inc. / ©2011-2016 Fromsoftware, Inc.
Portfolio: http://www.benroachstudios.com
Artstation: https://www.artstation.com/artist/benroachstudios
LinkedIn: https://jp.linkedin.com/in/benroachstudios
Email: benroachstudios@gmail.com
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Teko Teko Tiki statue
Study I did in order to better understand the process of scanning an object and taking it through production pipeline and author it as a game ready prop.
More of my work can be found at the link below.
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SightlessVR: Environment
SightlessVR is a virtual reality horror game for the HTC Vive made as a major uni project @ AIE Melb.
The game has drawn inspiration from various horror games and films, with the idea in mind of doing horror in a more unconventional way, the "enemy" can locate you by sound you produce when interacting with objects, but can't see you, hence, the name of the project :]
As sole artist on this project, I was responsible for all visual aspects (* see exception below), performance optimization (art) and aiding game designers with level layout.
* Foliage and terrain created by my good friend, Jake Dunlop, as well as texturing a handful of assets I've modeled. Check his stuff at https://www.artstation.com/artist/jakedunlop
More of my work can be found at the link below.
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SightlessVR: Procedural Substance - Bricks
One of the many, fully procedural materials I've created for my major uni project @ AIE Melb, SightlessVR. Created in Substance Designer.
Shown here is the same Substance file, just with different parameters to expose wear, tear and weathering effects.
More of my work can be found at the link below.
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SightlessVR: Kid's Bed
An asset I've made for major uni project @ AIE Melb, SightlessVR. A virtual reality horror game for the HTC Vive.
More of my work can be found at the link below.
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SightlessVR: Rocking Horse
An asset I've made for major uni project @ AIE Melb, SightlessVR. A virtual reality horror game for the HTC Vive.
More of my work can be found at the link below.
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SightlessVR: Wall Lamp
An asset I've made for major uni project @ AIE Melb, SightlessVR. A virtual reality horror game for the HTC Vive.
More of my work can be found at the link below.
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SightlessVR: Chandelier
An asset I've made for major uni project @ AIE Melb, SightlessVR. A virtual reality horror game for the HTC Vive.
More of my work can be found at the link below.
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Kid Buu Dragon Ball Z fan Art
Duchess
My Role: Character Artist, responsible for all concept design, sculpting and modelling of the Duchess Dog character.
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Alpha Sphinx
Commissioned work for Demigod Games. Involved concepting, sculpting, modelling and prepping asset for 3D printing (table top game).
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Jötunn
Commissioned work for Demigod Games. Involved concepting, sculpting, modelling and prepping asset for 3D printing (table top game).
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Moss & Twigz
My Role: Character Artist & Producer. Collaborative project with a group of six. My role was the Producer for the project as well as being the Character Artist for Moss (boy). This involved everything from concept to modelling, texturing and shading
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Project Volt - Game Art Concept and Models/textures
Design, concept and models done for a Unity based fighting game.
Hard surface designs in Maya, anatomy and female suit done with ZBrush. Bot concept textured with Substance Painter.
Approximate Project Time -
Robot - Concept - 3 Days
Robot - Hard Surface Model - 3 Days
Female Suit / Body Concept Sculpt - 3 Days
Check out the related link or my portfolio website for a more detailed breakdown.
Skeleton Game Model
An anatomically correct game ready skeleton. This was a lot of fun, The spine and wrist areas provided a great challenge.
Sculpted with ZBrush and textured with Substance Painter.
Approximate Project time - 1-2 Weeks.
For a more in depth breakdown have a look at the related link or visit my website portfolio.
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Fantasy VR scene - PAX 2016
A Fantasy VR environment created in the Unreal Engine for a PAX 2016 showcase. Designed with modular pieces then kit-bashed in the Unreal Engine to produce the final product.
Hard surface modelling done with Maya, high poly models done in ZBrush and textured with Substance Painter and Designer.
Check out my website, or the artstation link for more detailed breakdowns.
Total Project time - 1 Month
Average asset creation - 1/2 days
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Thomas Wayne Batman Bust
Batman Bust Sculpt
A one off Zbrush Sculpt commissioned to be designed for 3D printing. Particularly enjoyed working from the batman animated designs of Thomas Wayne by Dave Johnson.
Approximate Project time - 2 Days
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Life of Kevin - Basic View
Images showing some of the work done during work on Life of Kevin Game at JMC Academy. Level was designed and laid outt by me and the Models of all the assets, apart from Main Character, were created and textured by me as well.
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