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Abandoned Ruins render 1
3D Organic environment setup made for an assignment.
Really was inspired by images of massive ruins that seemed larger than life, so I had a go at making one myself.
Blocked and modelled out in Maya, texturing was done using both Substance Shader, for foilage such as the earth and the grass, and Substance Painter, for structures such as the pillar and spires. It was then brought into Marmoset Toolbag for a post-effect touchup and rendering. Has a total poly count of 238k.
Note: the Moss detail visible in this and subsequent render shots for the Abandoned Runins render images is not mine, but used, with permission, from my lecturer, Clarence Ong.
Really was inspired by images of massive ruins that seemed larger than life, so I had a go at making one myself.
Blocked and modelled out in Maya, texturing was done using both Substance Shader, for foilage such as the earth and the grass, and Substance Painter, for structures such as the pillar and spires. It was then brought into Marmoset Toolbag for a post-effect touchup and rendering. Has a total poly count of 238k.
Note: the Moss detail visible in this and subsequent render shots for the Abandoned Runins render images is not mine, but used, with permission, from my lecturer, Clarence Ong.

Abandoned Ruins render 2
2nd render shot done in the environment described in the Abandoned Ruins render 1. Wanted to give a view of what it would be like if the viewer was really in this scene, looking at the entrance.

Abandoned Ruins render 3
3rd render shot done in the environment described in the Abandoned Ruins render 1. This time round, I wished to give detail to the brick placement along the collapsed wall section, as they were all placed individually in order to simulate a torn-down wall.

Abandoned Ruins 4
4th render shot done in the environment described in the Abandoned Ruins render 1. As I had also planted bricks along the collapsed wall, and on the ground, in this area, I wished to give it some focus too. Quite pleased with how the lighting turned out on this one.

Hand Cannon render 1
3D Weapon prop made for an assignment. Was an attempt to replicate Bioshock Infinite's Hand Cannon, as it is my favourite weapon in the game.
Modelled and UV unwrapped in Maya, and then texture painted and rendered in Substance Painter. The low poly model has a poly count of 19k polygons, while the high poly model used for texturing has a poly count of 50k polygons.
If you would like to view the model in a 3D viewer, the link to the Sketchfab upload is below.
Modelled and UV unwrapped in Maya, and then texture painted and rendered in Substance Painter. The low poly model has a poly count of 19k polygons, while the high poly model used for texturing has a poly count of 50k polygons.
If you would like to view the model in a 3D viewer, the link to the Sketchfab upload is below.

Hand Cannon render 2
2nd render shot for Hand Cannon described in the 1st render shot. I wanted to give attention to the uunderside of the gun, as I felt it was not so visible in the 1st shot.

Hand cannon 3
3rd render shot for Hand Cannon described in the 1st render shot. This time, I wanted a shot from the back, to show off the engravings on the topside of the gun, along with the hammer and cartridge details.

Karaoke Booths with reception area.
Stylized 3D interior made for an assignment. As this was my first major 3D blocking and texturing assignment, went for something simplistic and stylised.
If you would like to view the model in a 3D viewer, it is available on Sketchfab.
This project was done entirely in Maya, sans a bit of post-effects in Sketchfab.
If you would like to view the model in a 3D viewer, it is available on Sketchfab.
This project was done entirely in Maya, sans a bit of post-effects in Sketchfab.
Work: Work

Adam's Temple
Environment Concept design done for an assignment.
Really wanted to bring out the evil vs the good in this one, so I wanted to make the pyramid especially ominous with red linings and engravings.
Done entirely in photoshop, utilizing methods such as kitbashing, followed by digital painting.
Really wanted to bring out the evil vs the good in this one, so I wanted to make the pyramid especially ominous with red linings and engravings.
Done entirely in photoshop, utilizing methods such as kitbashing, followed by digital painting.

The Jian
Vehicle concept design done for an assignment.
I wanted to design the plane I had sort of preluded to in Adam's Temple, but the final design shown here versus the design shown in Adam's is drastically different due to lots of revisions and the base idea of making a boat fly.
The design conceptualisation was done in Photoshop, followed by a 3D model done in Maya for tracing over, and then back into Photoshop for lineart, cell-shading, and then rendering by digital painting.
I wanted to design the plane I had sort of preluded to in Adam's Temple, but the final design shown here versus the design shown in Adam's is drastically different due to lots of revisions and the base idea of making a boat fly.
The design conceptualisation was done in Photoshop, followed by a 3D model done in Maya for tracing over, and then back into Photoshop for lineart, cell-shading, and then rendering by digital painting.

Jian's nest
Interior concept design done for the same assignment as The Jian's.
I wanted to really populate the nest with the idea that this was not just the hangar, but also the workshop where it was born.
A base 3D model was done in Maya, after that, lineart and grayscale shading was done in Photoshop.
I wanted to really populate the nest with the idea that this was not just the hangar, but also the workshop where it was born.
A base 3D model was done in Maya, after that, lineart and grayscale shading was done in Photoshop.

Sharply Dressed Mage
Character concept design done for an assignment.
At the time of making, the Kingsman movie franchise was on my mind, and so I wanted to have a spin on it of a "what if they were mages instead".
Done entirely in Photoshop.
At the time of making, the Kingsman movie franchise was on my mind, and so I wanted to have a spin on it of a "what if they were mages instead".
Done entirely in Photoshop.

Gaming Room
Another interior environment concept design done for an assignment.
At the time, I was just starting, so I had picked something I believed would be simplistic to make. A simple, clean, cel-shaded stylised interior environment.
This assignment was done entirely in Photoshop, sans a few sketches done on paper.
At the time, I was just starting, so I had picked something I believed would be simplistic to make. A simple, clean, cel-shaded stylised interior environment.
This assignment was done entirely in Photoshop, sans a few sketches done on paper.
Work: Work
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