Miscelleneous 3D works:
Rock Generator 01
[Houdini] My senior game project is an underground cave environment, and therefore rocks are a very tedious asset to model. This rock generator is made to speed up that pipeline. The generator is able to export both high and low poly model. Check out how I made it in the link below.
Rock Generator 02
[Houdini] The samples here are made from the same generator which used a simple sphere as an input. Check out how I made it in the link below.
Cave Wall Generator
[Houdini] This asset was used in the blocked out phase in the game, when our designer were still trying to figure out the size for wall pieces. The system requires you to input a curve for length, and another for the height, which it will then used to generate the wall pieces. This was also made to fit with our art style. The pieces are UV unwrapped and can be textured immediately. Check out how I made it in the link below.
Cave Wall Generator (2)
Here are samples with texture on top. The pieces are UV unwrapped and can be textured immediately.
Procedural Vines (1)
[Houdini plugin to Unity] Another solution to tedious alien vines asset in our game. Simply draw/adjust curve in the engine to create vines anywhere. You can also adjust the parameter to control the type of noise or sizes at any point on the vine.
Procedural Vines (2)
You can also put tileable textures on top.
[Houdini] This procedural room was used to plan a new office layout along with another procedural table tool that i created. It allows you to specify the room shape, opening, window, and door however you want.
[Houdini] Check out the tool demo in the link below. This procedural table was used for planning a new office layout when the company I'm working at needed to move their office to a new building. It was used along side another Houdini tool which is a procedural room to plan exactly how we wanted the place to look like.
[Houdini] Check out the tool demo in the link below. These are just some of the possibilities of this tool
[Houdini] This is just me learning different aspects in procedural modelling. Check out my notes about making this in the link.
Miscelleneous 3D works:
A screenshot from Alpha milestone of my senior game project, Trappist Landing. Check out the project link below for more info. The following assets in the picture were created by me: wall, ground , rocks, trees, ground covers, lighting
Petrified Angel's Head
This piece was sculpted and was made into a low poly asset. Software: Zbrush, TopoGun, Maya, Substance Painter Rendered in Unreal Engine 4
A real life object study from PBR class. Software: Maya, Substance Designer, Substance Painter Rendered in Unreal Engine 4
Another real life object study from PBR class. Software: Maya, Substance Painter Rendered in Unreal Engine 4
A solo project from Hard Surface Modeling class. This dreamscape of a little village in a bowl was made utilizing the modular kit approach. It was a very fun learning experience getting to design as the project goes, and to recreate real word materials Tools: Maya, TopoGun, Substance Painter, Photoshop, Marmoset Toolbag
Landing Area for VR
This is a default landing area for VR experiences that I made for MXTreality Inc. Aside from hooking it up to actual VR experiences, I made everything you see here including concept, animation, modeling, VFX, and UI.
Another solo piece of an old train in Thailand for a class at DigiPen. With an absence of the character, the scene shows the seat occupied by an old school artist on an escape from busy city life. Program: Maya, Substance Painter, Substance Designer, Photoshop
These are the props in the workspace of a protagonist architech in my Junior game project, Daniel. The prop show worn marks of heavy use, and the character's financial status that cannot afford a better chair.
One of the main props for my junior game project. It was the favorite toy of the daughter of the protagonist. Initial concept by Mariah Millard
Thai Royal Cannon
A practice model of an old royal cannon that can now be seen in front of the royal palace in Bangkok. Program: Maya, TopoGun, Substance Painter, Photoshop
Solo Zbrush project! Belindil is a magical being created by the forest for after a big damage or disaster has been done to the land. She was born from the heart tree and traveled to the damaged area, where she sat down and started to decay. That area would then be fertilized and this was how the forest healed itself.
Alien Plant - P021
One of the many alien plants in my current game project, Trappist Landing. Its sap drips down to feed fungus growing growing underneath. The fungus then process their food and release gas that the plant uses.