Folland Gnat
These two models were part of a small collaboration I’ve had with Blackorange for an exhibition.
The first model, the plane engine, was a retopo work of the majority of the engine and modelling from scratch the front part with the cables.
The simplified version of the cockpit was modelled from reference, and the intent was to have the top portion of the gauges as individual components for animation inside Unity. The final output was a small simulator to be placed inside the exhibition.
Everything was modelled in Modo and textured in Substance Painter. Final images rendered inside Unity.
Modular Set
Hard surface modelling for a sci-fi corridor scene. Testing out Modo and Tor Frick workflows for modeling and normal map baking. Texturing done in Substance Painter. Final Render inside Unreal Engine.
Star Wars reimaniged
Concept modelling for a R2D2 Dark Side version for the Star Wars competition from CG+. This project was an exploration process to apply everything i’ve learned from Tor Frick tutorials. Hardsurface workflow, kitbashing parts, shading tricks, and played with custom normal maps inside Substance Painter to improve the overall look of the model. Final Render in Modo.
THU Reborn
Concept modelling for THU 2016 competition. The theme was Reborn, so I went literal on the matter. And created a Unicorn terminator version rising from the lava. This contest was after Star Wars, so I felt inspired to try all the learning in a different model. Same workflow and a lot of fun doing it.