Props
Assets worked on during production
The Go-kart was created for a training video for a vendor studio, showcasing low-poly modeling techniques without relying on smoothing (Actual asset in the episode was done by a different artist). I was responsible for modeling or revising all other props for various project, with a strong focus on efficiency in topology and maintaining clean, optimized geometry throughout the process.
The Technodrome was a collaborative effort with a vendor studio, particularly challenging due to the tight time constraints. It was modeled without smoothing because of its scale and the uniqueness of its patterns. The characters appeared as mere specks on this model, and although it was never seen up close in the series, the level of detail on this asset was insane. We started with small modular pieces and approached the project symmetrically to minimize the need for major revisions.
The vehicle is one example of modeling assets not to smooth but maintaining roundness. Pretty much a video game model. This was helpful to keep the scene light besides using proxies. This was in collaboration with the vendor studio with overall shape and polishing work done by me.
The Island was from Big Nate season 2. Crazy amount of work involved. Special thanks to Roger for help with the foliage and some of the large scene elements. An achievement was able to get Maya viewport to display ~300 million poly, lol.
HotdogRV was done in collaboration with an artist at Xentrix. I was responsible for overall shape, art direction, annotations and final polish. We had to make the exterior and interior work together, also have enough space to hit the shots, so a lot was changed when it came to modeling. Binoy Viswan did an amazing job on this asset and its one of my favorite asset.