The secret study of the Roivas Mansion from the Gamecube cult classic "Eternal Darkness: Sanity's Requiem" by Silicon Knights re-imagined as current gen game powered by Unreal Engine 5.
2002's Eternal Darkness is one of my favorite horror games ever and I think it was way ahead of it's time. This project has been in my mind for years and I finally got around to working in it this year. Most of the assets were modeled and textured by me, but I also used a handful of assets from the Quixel Library. It was very fun to add a lot of easter eggs from the game into this scene! I thank all my friends and colleagues who helped by giving me feedback on this project and the community of Eternal Darkness fans.
Modeled in Maya, some sculpting in Zbrush, textured in Substance 3D Painter, render in Unreal Engine 5.
The Darkness Comes.
I first worked on this piece as my final project for my Hard Surface Modeling 2 class at Gnomon. During the Quarantine, I decided to bring this project back and worked on it on and off for a couple of months. I made a low-poly realtime version and completely new textures for it. The final model has 146k polys and a 8k texture.
Modeled, rigged, and animated in Maya, textured Substance Painter and rendered in Marmoset Toolbag. VFX on the battle scene made in Unreal Engine 4 and environment assets from Megascans.
Concept by Bryn Williams
A game environment I made for the Welder character. Modeled in Maya, cloth from Marvelous Designer, textures in Substance Painter, render, look development, and VFX in Unreal Engine 4. This scene contains over 80 unique props.
Loosely inspired in a concept by Colton Dubell
Character animation courtesy of my friend Karina Villanueva
All the assets.
A motorcycle for games inspired by the awesome classic Akira. Very fun prop to work on, I hope everyone gets all the sticker references About 40k tris and one 4k x 2k texture. High and low poly models made in Maya and "beaten up" on ZBrush, textured in Substance Painter and rendered in Marmoset Toolbag. I hope you enjoy!
Concept by Fernando Correa
Turntable
Project for my Character for Games class at Gnomon in 2018, finalized in early 2019. Sculpted in ZBrush, low-poly retopo and rigging in Maya, textured in Substance Painter and rendered in Marmoset Toolbag.
Concept by Sangsoo Jeong
Very fun project I did for my Texturing and Shading 2 class at Gnomon in late 2017. Modeled in Maya, textured in Substance Painter, rendered in V-Ray and final comp in Photoshop. Bushes from SpeedTree. This piece was featured at the Gnomon Student Gallery in 2018.
Concept by Aleksandr Pushai.