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Robot: 3DsMax

For this project I used a series of primitive shapes to construct a robot. I took inspiration from the Iron Giant and Bender from Futurama.

Tools: 3DsMax

This was the first time working with editable polys. I used reference images to match the shape to the tools to the best of my ability.

Body: 3DsMax

I created this guy by modeling his torso and head, slicing him in half, and then modeling a single arm and leg. I then mirrored the result and it came out to look like this.

Modular Wall: 3DsMax

The inspiration for this is a fantasy themed potion shop. I even modeled props to go on some of the shelves after making use of the extrusion tool on a plane to add some detail to the actual wall.

Modular Wall/Floor: 3DsMax

Using the generate topology tool I created what looked like a cobblestone floor, and I made things not completely flat, having a lot of variance in the actual height of the segments.

Texturing: 3DSMAX

This was my first crack at a simple sword and shield. The goal was to apply texture, so I kept the designs simple so that I could have a little bit easier time applying texture.

Crossbow: Maya

This was the first time working in Maya. I created the crossbow out of a plane, tracing the shape across a reference image. I then extruded and mirrored the plane before moving to box modeling for more intricate details.

Sword 2: Maya

I wanted to take a crack at making a sword again, but with a more intricate hilt that had some more definition than what I did before. Not only did the blade end up looking really nice with the glow effect, but I think the Avian skull on the cross guard design looks really cool as well.

Jedi Starfighter: Maya

At this point I was getting pretty confident in my modeling abilities, and decided to take on the challenge of modeling a vehicle from a single box. Using almost entirely box modeling, I created this Jedi Starfighter. I am very happy with the result.

Tailor Animation: 3DsMax

This was an animation done in 3Ds MAX. I wanted to make it look like it spotted something that it was afraid of and then running away from it. I used a lot of bounces and a front flip, but the animation ended up being a little strange because of the way the frames ended up working, particularly a flip needing to go reverse so that it did not want to continuously flip back over on itself.

Rig 3DsMax

Adding bones to my body felt more difficult than it was, categorizing every limb helped a lot and that is when it started to make sense to me.

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