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 Real Time VFX 

 

Using Unreal's Niagra Editor, I developed a particle system that warps between two separate models. 

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 Photogrammetry 

 

I created a digital double of my head using Photoscan. Cleanup and topology was done in Zbrush.

 Material Design 

Using Substance Designers node system I developed this material to match that on the bricks from the set of Blue Bloods.

 Anatomical Sculpting 

With a strong understanding of anatomy and figure, I can sculpt humans animals and creatures accurately.   

 Unreal VR Game Dev 

I modeled and textured assets as well as rigged and animated them. All of these assets were optimized for the Unreal Engine.

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 Real Time Characters 

For this project my goal was to design an optimized head for games. I kept the head as low poly as possible while maintaining high levels of detail within the color and Normals. Roughness and SSS really help give it that extra realism. 

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 Likeness Sculpting 

Sculpted entirely from reference I created the likeness of actor Tom Selleck in Zbrush. 

 Traditional Animation 

This animated commercial was made for a local window repair company. Every frame was hand drawn and colored using an iPad Pro and the Animation Studio App.   

 VFX Compositing 

In this shot for the show Hap & Leonard I had to composite the acting performances from different takes into a single shot.   

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