Current face count: 93,184
Software: Maya
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. Currently, the base body and facial features are complete, with hair, clothing, and accessories in progress.
Front and side profile reference image
Left: Early stage facial modeling of Uta
Right: Near-complete body model of Uta
Current face count: 8,272
Software: Blender
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.
Software: Adobe Substance Painter
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.
Software: Adobe Substance Painter
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.
Software: Adobe Substance Painter
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.