3D Artist | 3D Animator | Creative

Art

Octave Wireless Speaker Concept

Octave Wireless Speaker Concept

The speaker design is an original creation inspired by and based on a variety of wireless speakers I have seen. The 3D model was carefully crafted using Maya, then detailed and textured in Substance Painter. Finally, the rendering was done with Marmoset Toolbag 4, utilizing their advanced raytracing options to achieve realistic lighting and reflections. The idea was to light the speaker in a vibrant and playful way, creating an engaging and dynamic atmosphere around the sound device.

Software used:

  • Autodesk Maya

  • Substance Painter

  • Marmoset Toolbag

  • Adobe Photoshop

  • DaVinci Resolve

 

Type-PN01 Trainer Concept

Type-PN01 Trainer Concept

The trainer design is an original creation entirely from my own concept and imagination. The 3D model was carefully crafted using Maya, then detailed and textured in Substance Painter. Finally, the rendering was done with Marmoset Toolbag 4, utilizing their advanced raytracing options to achieve realistic lighting and reflections. The idea was to light the trainer carefully, as if it were a high-spec car being unveiled for the very first time at a prestigious exhibition.

Custom music was thoughtfully provided by Juan Herrera, and even more of his music can be heard here.

Software used:

  • Autodesk Maya

  • Substance Painter

  • Marmoset Toolbag

  • Adobe Photoshop

  • DaVinci Resolve

 

Atom Watch Concept

Atom Watch Concept

The watch design is a mock-up based on a few watches I have seen previously. It incorporates elements from several models that caught my attention, blending different styles into a unique concept. The 3D model was carefully crafted using Maya, then detailed and textured in Substance Painter. Finally, the rendering was done with Marmoset Toolbag 4, utilizing their advanced raytracing options to achieve realistic lighting and reflections.

Software used:

  • Autodesk Maya

  • Substance Painter

  • Marmoset Toolbag

  • Adobe Photoshop

  • DaVinci Resolve

 

Grading Studio Concept

Grading Studio VR Concept - Standalone VR Scene

I created to scene as a console for a standalone VR experience on the first Meta Quest headset, I designed and modelled a low-poly grading studio scene with a 150,000-polygon limit (triangular polygons). Optimized for standalone performance, the scene adheres to a 1024x1024 texture size limit while maintaining a high level of visual fidelity. Created within a tight three-week turnaround, the project delivers immersive, target-quality renders while ensuring smooth functionality on the hardware’s constraints.

Software used:

  • Autodesk Maya

  • Substance Painter

  • Marmoset Toolbag

  • Ureal Engine 5

  • Adobe Photoshop

 

Drone Racing League Simulator

Drone Racing League Simulator

For this Drone Racing League DLC, I designed and modelled 6 unique, low-poly assets inspired by lab equipment, giving the game’s high-speed tracks an experimental twist. Working within a 2048x2048 texture limit and a maximum of two texture sets per model, I focused on balancing optimized performance with visual detail. The six-week turnaround pushed me to refine each asset’s style and function to fit seamlessly into the Drone Racing League’s world. With these lab-inspired elements, I aimed to bring an exciting, unexpected scientific edge to the racing experience, letting players explore a fusion of speed and experimentation.

Software used:

  • Autodesk Maya

  • Adobe Photoshop

  • Substance Painter

  • Marmoset Toolbag

 

Legoland Minilands AR

Legoland Minilands AR - Inflatable Assets

For the Legoland Minilands AR experience, I designed and modelled 7 super low-poly assets to look like inflatable objects built entirely from LEGO, optimized for mobile AR compatibility across five device generations. Each model adheres to strict constraints, with a 1024x1024 texture size limit and a single texture set per model. Additionally, some models were rigged and animated to enhance interactivity in the AR minigame. Ensuring each asset was realistically buildable with LEGO bricks added a unique challenge, pushing me to blend playful design with technical precision for an immersive mobile experience.

Software used:

  • Autodesk Maya

  • Blender

  • Brick Link Studio

  • Substance Painter

  • Marmoset Toolbag

  • Zapworks Studio

  • Adobe Photoshop

 

Spark - A Kids Animation Concept

Spark - A Kids Animation Concept

This is the beginnings of a passion project for my family and friends. Many have small children so I can’t always share with them what I’ve worked on. Since I have a wide skill set in 3D, I thought it would be cool to work on some fun entertaining short animations. With my niece and nephews as the focus for story and art style. It’s early days still as these characters are in the default pose. I’m currently at the rigging stage and working on a quick animation test to observe how the different parts are deforming during movement. This will help ensure that everything functions smoothly before moving on to the next phase.

I see this as a great opportunity to share my ability as a 3D Creative with the next generation of my personal community. To see how far my skill set can reach when I push to the limit.

Software used:

  • Autodesk Maya

  • Blender

  • Substance Painter

  • Marmoset Toolbag

  • Adobe Photoshop

  • Adobe After Effects

  • DaVinci Resolve

 

Universal Jurassic World 3 AR

Universal Jurassic World 3 AR Experience - Diorama Models

For the Jurassic World 3 AR experience, I modelled 4 low-poly dioramas designed to run smoothly on mobile devices from 2017 to 2022, with high-end visuals optimized for flagship devices like Apple iPhones. Each model was created within a 1024x1024 texture size limit (Some textures were 2048x2048 for flagship Apple and Android devices) to ensure efficient performance while delivering immersive and realistic scenes. Completed within a 3-month turnaround, these dioramas bring the Jurassic World universe to life in AR, balancing technical constraints with striking visual fidelity.

Software used:

  • Autodesk Maya

  • Substance Painter

  • Marmoset Toolbag

  • Unity

  • Adobe Photoshop