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Game Artist
![]() IarielThis project allowed us to focus on making accessories for the character. Textured in Substance Painter. Unreal Engine & Substance Painter, 2021. | ![]() Iariel UV SheetMaya, 2021. | ![]() Iariel's BikeUnreal Engine & Substance Painter, 2021. |
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![]() Iariel's Bike UV SheetUV Sheet. Maya, 2021. | ![]() Dragon AxeUnreal Engine & Substance Painter, 2021. | ![]() Dragon Axe UV SheetMaya, 2021. |
![]() Beast Close UpUsing someone else's model, provided by professor, I used Maya to export ambient occlusion maps and then painted the textures in Photoshop. Albedo, emissive, bump/normal, and specular maps were used. 3 point lighting system used and rendered in Maya with Arnold. 2020 | ![]() Beast CharacterUsing someone else's model, provided by professor, I used Maya to export ambient occlusion maps and then painted the textures in Photoshop. Albedo, emissive, bump/normal, and specular maps were used. 3 point lighting system used and rendered in Maya with Arnold. 2020 | ![]() AO BeastUsing someone else's model, provided by professor, I used Maya to export ambient occlusion maps. 3 point lighting system used and rendered in Maya with Arnold. 2020 |
![]() Leather BookUsing metallic, albedo, bump, and specular maps done in Photoshop, I rendered an image in Maya with Arnold Renderer after using a Skydome light. I added a background, the light, and created a plane so the book wasn't just floating. 2020 | ![]() DayUsing professor provided models, I textured everything in Photoshop after exporting UV maps from Maya. Albedo, bump/normal, and specular maps with Arnold lights were made and used for Arnold Render through Maya. I modeled frames and tables as add-ons. 2020 | ![]() NightUsing professor provided models, I textured everything in Photoshop after exporting UV maps from Maya. Albedo, bump/normal, and specular maps with Arnold lights were made and used for Arnold Render through Maya. I modeled frames and tables as add-ons. 2020 |
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