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Game Assets

College

2020-2026

These are assets that I have picked out over my college term that I am proud of. This will mainly be modeling or game assets that I am particularly proud of.

Modeling for Realtime Systems

These are models that I made during my Modeling for Realtime Systems class, utilizing programs like Maya, ZBrush, Substance Painter, and Unreal Engine 5.

Simple Cube Project

This project had us follow along with a tutorial to make a simple cube design, texture it, create and manage UVs, and create LODs for the cube model.

Software used: Autodesk: Maya, Adobe: Substance Painter, and Unreal for the Screenshot

Year made: 2024

Trim Sheets Project

This project had us follow along with a tutorial to use trim sheets to create a model scene of some kind. This project focuses on the management of UVs and creativity to create a simple scene from a selection of trim sheet textures.

Software used: Autodesk: Maya and Unreal for the Screenshot

Year made: 2024

Kitbashing Project

This project had us follow along with a tutorial to use a Maya file with a selection of modeled parts and put them together to make a functional-looking design with a certain number of joints/pivots without meshes clipping into each other.

Software used: Autodesk: Maya and Unreal for the Screenshot

Year made: 2024

Featured Asset

Prop Art Project

This project had us follow along with a tutorial to model a prop art piece based on an AI-generated image, texture it, create and manage UVs, sculpt damage and wear, and create LODs for the hammer model. This project had us model the hammer in Maya and create LOD groups, then take it to ZBrush to sculpt some realistic-looking wear and damage to it. After this, we would bring it into Substance Painter to texture it and finally to Unreal for the Screenshot.

Software used: Autodesk: Maya, Adobe: Substance Painter, ZBrush, and Unreal for the Screenshot

Year made: 2024

Final Project

This project had us follow along with a tutorial to make a stylized table, texture it, create and manage UVs, sculpt some wear and damage, and create LODs for the table model. This project had us use all of the skills that we learned throughout the semester to create this stylized table design in a very similar fashion to the Prop Art Project.This project had us model the hammer in Maya and create LOD groups, then take it to ZBrush to sculpt some realistic-looking wear and damage to it. After this, we would bring it into Substance Painter to texture it and finally to Unreal for the Screenshot.

Software used: Autodesk: Maya, Adobe: Substance Painter, ZBrush, and Unreal for the Screenshot

Year made: 2024

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