Dragon Busts
I sculpted these guys from rough sketches made by Noud van Miltenburg
3D Artist
I created this buste based on a concept art of Shane Walters. Check out his work! It was a full-on Zbrush project for practicing hardsurface sculpting. The final renders were created with V-ray.
I was hired in a very late stage to help with the xbox 360 version of Rise of the Tomb Raider. At this point the game had to reduce the art work in many aspects and my job started out with reducing enemies and NPC […]
I wanted to get back into the Unreal Engine since its update from UDK to UE4. This is one of my most finished projects that I made with UE4 so far… and as always there is still a lot to learn.
This was modeled in Maya with the use of photo reference and the baroque details were created with Zbrush. Texturing was done with substance designer and the final rendering with Marmoset Toolbag 2.
Modeled in Maya, textured in Substance Designer and rendered in Marmoset Toolbag 2. I created this model from some screenshots of the movie Snow Piercer.
I created this model because I wanted to play with a toony texturing techniques that I found in a sculpting tutorial by Alex Jerjomin. I wanted something small to test out these techniques and found this in a design I found in a Diablo III […]
Modeled in Maya using photo reference , textured in Substance Designer and Photoshop, renderen in 3Ds Max – Vray
I made these props using photo reference of subway stations around the world. I used Maya for the modeling, Substance Designer for the texturing and 3Dsmax V-ray for rendering.
I found the concept art of this awesome character on Artstation and was made by Lee Mingi. I created this guy mainly with Zbrush. Marvelous Designer was used for the cloth pieces and Keyshot for the final rendering. The posing is done in Maya with the […]
Just a few props that I made while learning Substance Designer. I later implemented the props, with some texture map changes, into the corridor scene in Unity.
A little Unity Pixel project that I probably will never finish. Models made by me using Maya and the textures were a shared task between me and Trevor van Hoof.