Asset Breakdowns
I know creating vehicles is mostly trivial at this point, but this is the most recent asset I created - for my personal project. As I was exploring variety of new techniques - new modeling/retopology tools, UDIMs, coated shaders/materials - to see their viability for pipeline useage.
Architectural Asset Kits
These are a few props/materials I built more recently to learn new techniques introduced in Zbrush/Substance - Some were done as freelance projects.
FAB Marketplace Asset Packs
I polished off variety of assets I had created for personal projects to be UE5 compatible. They are readily available at FAB Marketplace.
https://www.fab.com/listings/e7cf4ec8-d01f-46f0-827d-4caf4417f7ac
https://www.fab.com/listings/87a11916-071e-4bac-ac87-237f8c40e589
https://www.fab.com/listings/e7cf4ec8-d01f-46f0-827d-4caf4417f7ac
https://www.fab.com/listings/87a11916-071e-4bac-ac87-237f8c40e589
Outward Inc
If you take a look at each individual page related to Outward, there are over 100s of assets which I built over the 2+ years I worked there.
Here's just a small sampling with the breakdown of each asset. Depending on the project, I either needed to make the asset from scratch, or rebuild over a scanned asset and clean it up. Then the assets needed to be taken through Substance Painter to add proper textures.
Here's just a small sampling with the breakdown of each asset. Depending on the project, I either needed to make the asset from scratch, or rebuild over a scanned asset and clean it up. Then the assets needed to be taken through Substance Painter to add proper textures.
Raven/Sledgehammer "Call of Duty" titles
These are mostly done in 2011-2014, and at the time Substance products were not introduced yet - as they became a de facto part of asset creation pipeline in later years.
We usually had a separate prop team at Sledgehammer/Raven which handled "hero" assets. But there were times which I handled smaller props personally. There was also a few times which I would introduce new approaches on how to approach certain environmental challenges (e.g. these damage pieces were done as a series of tests to reduce friction of integrating damage elements)
We usually had a separate prop team at Sledgehammer/Raven which handled "hero" assets. But there were times which I handled smaller props personally. There was also a few times which I would introduce new approaches on how to approach certain environmental challenges (e.g. these damage pieces were done as a series of tests to reduce friction of integrating damage elements)
Iceshed/Runaway short films
Every single asset which was done on those short films were done by me. From small scale, to larger scale envionment and hero props.
























































































































































































