Modeling

ArtStation


Current face count: 521,448
Software: Maya

Current Project: Uta Utane

    This project involves creating a custom 3D model of the popular UTAU voicebank character Uta Utane (Defoko). The model is built from scratch using original reference materials. The base body, facial features, hair, and clothing complete and accessories currently in progress.     The video showcases a beauty pass with placment materials, an ambient occlusion pass, and a wireframe pass. The modeling is approximately %80 complete.

Full body images of model Uta, with her full outfit excluding her hat and headphones
Full body images of model Uta, left with base material, right showing typology
Front, back, and side profile of model Uta showing typology
Front and back of model Uta's Hands, left with base material, right showing typology
The front and side full body profile drawn refrance image

Front and side profile reference image



Image of the Mule Deer Model Textured

Current face count: 17,224
Software: Blender

Past Project: Fish & Game Hunter Safty VR - Mule Deer

    This Mule Deer model was created for a Fish and Game Hunting Training VR Simulator. To balance performance optimization for VR headsets with a realistic appearance, the animal models were designed in a low-poly style with high-quality, realistic textures.

side full body profile
Front and back of model Uta's Hands, left with base material, right showing typology
Front full body profile
3/4 head close up

Texturing

ArtStation

Image of the Mule Deer Model Textured

Software: Adobe Substance Painter

Past Project: Fish & Game Hunter Safty VR - Mule Deer

    For this Mule Deer model, I developed high-quality textures optimized for a VR hunting simulation. Using a low-poly mesh, I created detailed textures that enhance realism while maintaining performance efficiency. I utilized Substance Painter to create Base Color, Height, Metallic, Normal, and Roughness Maps, ensuring the final asset closely resembled real-world deer while staying optimized for real-time rendering.

Close up images of the deer's face and legs/hooves
The full body of the textured deer from three difrent angles
Textures maps for the Mule Deer. Left to right: Normal, BaseColor, Metalic, Roughness, Height

Fullbody images of the Pronghorn from multiple angles

Software: Adobe Substance Painter

Past Project: Fish & Game Hunter Safty VR - Pronghorn

    For this Pronghorn model made by one of my peers, I developed high-quality textures optimized for a VR hunting simulation. Using a low-poly mesh, I created detailed textures that enhance realism while maintaining performance efficiency. I utilized Substance Painter to create Base Color, Height, Metallic, Normal, and Roughness Maps, ensuring the final asset closely resembled real-world bear while staying optimized for real-time rendering.

Fullbody images of the Pronghorn from multiple angles
Texture Maps for the Pronghorn. Left to right: Normal, BaseColor, Metalic, Roughness, Height

Image of the Chocolate Black Bear Model Textured

Software: Adobe Substance Painter

Past Project: Fish & Game Hunter Safty VR - Chocolate Black Bear

    For this Black Bear model made by one of my peers, I developed high-quality textures optimized for a VR hunting simulation. Using a low-poly mesh, I created detailed textures that enhance realism while maintaining performance efficiency. I utilized Substance Painter to create Base Color, Height, Metallic, Normal, and Roughness Maps, ensuring the final asset closely resembled real-world bear while staying optimized for real-time rendering.

The full body of the textured bear from three difrent angle, back, side, front
Close up images of the Bear's face and legs
Texture Maps for the Chocolate Black Bear. Left to right: Normal, BaseColor, Metalic, Roughness, Height

Image of the Mule Deer Model Textured

Software: Adobe Substance Painter

Past Project: Fish & Game Hunter Safty VR - Log Cabin

    For this log cabin model, created by one of my peers, I developed high-quality textures optimized for a VR hunting simulation. Since the cabin is only viewed from the interior, my texturing efforts focused on enhancing the realism and detail of the indoor surfaces. Using a low-poly mesh, I created detailed textures that balance visual fidelity with performance efficiency. I utilized Substance Painter to generate Base Color, Height, Metallic, Normal, and Roughness maps, ensuring the final asset accurately replicates real-world wood materials while remaining optimized for real-time rendering.

The full body of the textured bear from three difrent angle, back, side, front
The full body of the textured bear from three difrent angle, back, side, front
The full body of the textured bear from three difrent angle, back, side, front
The full body of the textured bear from three difrent angle, back, side, front
The full body of the textured bear from three difrent angle, back, side, front