A not so classical witch races to win the title of champion through a cyber-fantasy city
Year: Summer 2021
Role: Environment Artist
Responsibility: Environment modeling, shading, and layout
Tools: Maya, Substance Painter, and Photoshop
[All characters, art and images are property of SCAD Animation Studios: Savannah College of Art and Design]
A not so classical witch races to win the title of champion through a cyber-fantasy city
Year: Summer 2021
Role: Environment Artist
Responsibility: Environment modeling, shading, and layout
Tools: Maya, Substance Painter, and Photoshop
[All characters, art and images are property of SCAD Animation Studios: Savannah College of Art and Design]
The Elves and the shoemaker
The Elves and the shoemaker
Indian Prince 1926
What started as a short and simple side project turned into the most intricate and detailed model I've ever made.
The 1926 Indian Prince is coveted among collectors and filmmakers alike.
Year: 2022
Responsibility: Modeling and Texturing
(Lighting and Compositing by Camilo Gutierrez
Software: Maya, Substance Painter
< Final Video >
< Final Renders >






< Process >
STEP1 - Concept & Research: Last winter, I found a $7 motorcycle history book at a bargain store. Since I love to see and create vintage and complex objects, there was no reason to purchase the book. I have never made realistic vehicle before, I knew this mortorcyle project was going to be my next side project. The reason why I chose this Indian Prince 1926 out of any other motorcyles is that the beautiful red color and interesting structure that is almost like a bicycle with an engine.
Before I actually start, I did a lot of reaserch to see variation of Indian Prince, and there are quite a few different of structure, logo, color and etc... Finally, I decided to create own customized version of Indian Prince 1926.



STEP2 - Modeling: This is the most detailed and functional hard-surface modeling I've ever done. I modeled it to be able to be rigged and animated, so I always worked with references on the other sceen to model it accurately.








STEP3 - UVing and Texturing: For this project, I UVed on 4 separate tiles and created 4k maps. The texture maps are base color, roughness, metalness, opacity, and normal are sequentially ordered. By adding layers of base texture color and weathering, I tried to create realistic as possible.






STEP4 - Lookdev: It shows how the textured model to the final lighting. lighting and compositing are done by Camilo Gutierrez. He's a truly talented artist. I'm proud of what I achived with my friend!