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Twin Crossbow




Modeled in Maya



Aska NLT-9 Flood Light Tower

I modeled and textured this mobile flood light tower based on photo references of the actual product.


For more information about the NLT-9, visit


1500 tris

1024x1024 Diffuse, Normal, Specular


UNSC Propane Field Generator

The infamous UNSC Propane Field Generator from Halo.



1796 poly

768x768 Diffuse, Specular

1024x1024 Normal

384x384 Decal Diffuse, Alpha


Tileable sci-fi Textures

A variety of tileable scifi-themed textures inspired by Unreal Tournament and Deadspace.

Highpoly models were done and baked in 3DS Max, textured in Photoshop.


1024 x 1024 Diffuse, Normal, Specular, Specular Power

British MK 5 Flaregun

Did it for fun!



2276 tris

2048 x 2048 Diffuse, Normal, Specular, Specular Power



Highpoly model provided by Mark Dedecker (


Game mesh, UV unwrap, texturing by me.


6894 tris

2048 x 2048 Diffuse, Normal, Specular, Specular Power


M79 Grenade Launcher

Highpoly model and game mesh provided by Mark Dedecker (


Game Mesh optimization, UV unwrap, texturing by me.


Sci-fi Doorway

A simple exercise inspired by Halo 3.

Modeled in 3DS Max, textured in Photoshop.


332 Tris

1024x1024 (Diffuse, Normal)

Destructable Barrier

A simple exercise focusing on 3DS Max to Z-brush workflow and creating destroyed props. The exercise was very helpful and provided me with many insights on how to properly create destructable props in the future, as well as some techniques and shortcuts on modeling.





Dilapidated Building

Model provided by Sucker Punch Productions


Textured with 90% tileable textures. All textures are made in Photoshop and normal maps generated in 3DS Max, Zbrush, and Nvidia Normal Map Plugin.


The building is lit, UV unwrapped and rendered in 3DS Max.


Sci-Fi Hallway

For this environment, I have only used 6 unique textures. (Tileable Sci-Fi Texture pack in the Props section)


I wanted to challenge myself to come up with more unique and creative architectual designs while reusing as many textures as I could.


The rest of the modular pieces were built in 3DS Max. The hallway's design was influenced by Unreal Tournament 3, and Mass Effect.


Orc Slaughter House

Modeled in 3D Studio Max, the textures (Diffuse and Specular) for the Orc Slaughter House is 100% hand painted from scratch in Photoshop. The texture, color palette, and models follow the art style of World Of Warcraft.




SP-Skate was modeled in Maya, textured in Photoshop, imported and scripted in Unreal3 (Gears of War Ed). I want to do a grunge and punk mix of skating environment. To match the feeling of urban and grunge, I have scripted to level to be played from the perspective of two civilians (civilian models and animations are properties of Epic Games).


SP-Sewer is the first map to be modeled in 3DS Max, the art style, similar to its predecessors is a combination of both hand painted and photos-sourced textures. SP-Sewer is also the first map to have animated and physic meshes implemented into its gameplay.


Much like SP-Basement, SP-Parking was modeled in Maya and textured in Photoshop. During the making of this map, I have learned how to animate with Kismet and the Matinee systems in UnrealED 3.


Modeled in Maya and textured in Photoshop. SP-Basement is a small room ported into the Gears of War engine to showcase my texturing capabilities. The scene is roughly built with 3.5k tris with all props combined.