Marvel/Contest of Champions
Producer Ryan Meredeth. Supervisor Piotr Karwas. Animation, look dev, texture, Craig Van Dyke. Particles, effects, Eric Rosenthal
Contest of Champions, Deadpool
I took the game mesh of Hulk and in Zbrush sculpted realistic arms and torso, applied the displacement map on the geo. Also laid out and sculpted the broken rocks around the characters.
Contest of Champions
I rebuilt selected game mesh assets to hi res models, specifically the geos and texture maps for the body of Captain America, Iron Man and Ultron Also refined texture maps provided by Marvel, converting 1k maps to 8k resolution and adding photo-real detail where needed.
Maya, ZBrush, Mari, Vray.
Producer Diana Cheng. Supervisor, Piotr Karwas. Texture look Dev Ryan Reeb
Modeled shoe geo, and created 8k texture maps_diff. spec., disp., bmp.- for shoe promotion. Maya, ZBrush, Photoshop
Logan LA 2011
Modeled and uv mapped shoes and watch for walking character.
Video Game Creatures
Whitemoon Dreams , Los Angeles. Characters for video game in development- for Tencent.
Turtle This was a creature Greg Smith designed, and following his concepts, I modeled the base mesh, game mesh, UV mapped the creature, and rendered normal, color and specular maps. Work done with Maya, ZBrush, Photoshop, Topogun, Xnormal.
Bull Working with the concept art of Greg Smith, we collaborated on the development of the creature’s look, based on his design. I then modeled the base mesh, game mesh, UV mapped the creature, and rendered normal, color and specular maps. Work done with Maya, ZBrush, Photoshop, Topogun, Xnormal.
Digital Models made for 3d printing, to be cast in resin and marketed as sculptures, 11 inches in height, to be ready in 2015. Maya, ZBrush, Photoshop. Rendered in Maya
Henry the 8th Zombie
Team Lucky Charms Modeled in Maya, ZBrush, textured in ZBrush, Photoshop. Rendered in Maya