(00:00 - 00:38) Hard Surface Modelling. I modelled the Porsche 918 Spyder in Maya. Textured some areas such as the logos, wheels, and interior panels and interfaces. Brought the rest into Keyshot for shaders, lighting set up, and camera moves before finally rendering the still beauties and the turntable in Keyshot.
(00:39 - 01:38) Game Ready Character. I first used ZBrush to sculpt it, and baked the individual maps using XNormal. The maps are 4k maps each. Lighting was done in Marmoset Toolbag 2, with several individually placed lights to bring out interesting areas in the character to showcase the detail in the modelling and texture work. i.e. Thighs, edge of sword, arms, torso. The character was rigged simply as well in preparation for our class' short film, and so that different beauty poses could be explored as well
(01:39 - 2:00) A cartoon modelling assignment from school. Polygon modelled this in Maya, and rendered using Arnold Renderer..
(2:02) One of the 3 environments that we build for our class short film project. The environment and assets in this scene was modelled and textured by me. We used Arnold Renderer for it..
(02:15) This Skyrim dragon fan art, Alduin, was completed in our Intro to zBrush lesson. Sculpted, polypainted and rendered with simple passes in ZBrush, composited in Photoshop.