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Bread Scene

3D Scene

"Bread on a Board" Scene

2024, Zbrush, Substance Painter

This scene was a short 2-day project I had made recently, inspired by a delicious loaf of sourdough that was gifted to me. Everything was modeled in Zbrush, textured in Substance Painter, and rendered in Substance Painter with Iray.

3D Model

Shrimp Cocktail Commission

2023, Zbrush

I was commissioned to 3D model a realistic shrimp cocktail for a commercial in 3 days. Here is the finished commercial where the real filmed shrimp cocktail flakes off into gold and transitions into my shrimp cocktail which you can see in detail at the end.

Rascal

3D Creature

"Rascal" - A DnD Companion

2024, Zbrush

This is another mini-project (3 days) based on talented concept art from LinkedIn. This DnD companion was sculpted and painted entirely in Zbrush. I began by blocking out the shapes with ZSpheres, then transitioned to Dynamesh for detail refinement and painting. I then poly-grouped, creased, and re-meshed the model and then projected the polypaint of the high-poly model onto the lower-poly model. I love to practice translating 2D concept art into 3D assets, and this project was a fun, short and sweet creature for my portfolio.

Concept art by Marina Morse on LinkedIn.

Mongrel the Half-Orc Oni

3D Creature

Spotted Hyena

2024, Zbrush

This was a test-sculpt for a job application. I was asked to 3D model a spotted hyena inside of Zbrush in 3 business days. The hardest part was simulating the fur in the simplest way possible without ending up with a super high poly count. I used a combination of sculpting brushes, alphas, and color with polypaint to create the illusion of fur strands. 

3D Character WIP

Mongrel the Half-Orc Oni

2024, Zbrush

Here are some work-in-progress renders of a custom character I've been working on in Zbrush. This half-orc turned Oni is inspired by the description and backstory of my brother's DnD character. Since it is a high-poly sculpt, I really want to push the details and bring this guy to life. I plan to keep developing this character to further my experience and portfolio.

Spotted Hyena

3D Creature

Spotted Hyena

2024, Zbrush

This was a test-sculpt for a job application. I was asked to 3D model and texture a spotted hyena inside of Zbrush in 3 business days. The biggest challenge I faced was figuring out how to sculpt fur in the simplest way without sacrificing the poly count. I used a combination of sculpting brushes, alphas, and color with polypaint to create the illusion of fur strands.

Hybrid Warrior

3D Character

Hybrid Warrior

2023, Zbrush, Substance Painter

Here's another short project, this time made in 2 days! I found the concept art for this cool creature online and was immediately inspired. This was a great mini challenge for myself in translating 2D concept into 3D art. This model was made and UV'd in Zbrush and textured and rendered in Substance Painter.

Concept Art by Shuyi Shi on LinkedIn 

Cyberpunk: David Martinez

3D Character

"Cyberpunk: David Martinez"

2023, Zbrush, Substance Painter

A fun week-long personal project dedicated to one of my favorite animes, "Cyberpunk: Edgerunners." This is the main character, David Martinez, from the start of the anime. This was a super fun and spontaneous project and I learned a lot about efficiency in translating 2D concept to 3D geometry and adapting styles along the way. This model was made and UV'd in Zbrush and textured and rendered in Substance Painter.

3D Procedural Textures

Procedurally-made Textures in Substance Designer

2023, Substance Designer

To optimize my texturing workflow, I have been learning Substance Designer so that I can make my own customizable base materials. So far, I have followed a few tutorials and I'm getting comfortable with it. Here is a mossy forest ground and some wooden planks. I can't wait to experiment more and get some good use out of this!

Tutorials by Jeremy Seiner (Wood) and Adobe Substance 3D (Ground) on YouTube.

3D Character

Winter Elf

2023, Zbrush, Substance Painter

Inspired by recent cold weather, here is a cute little elf! I tried to go pretty low-poly for this character but still stick with realistic textures for the clothing. I really like how her color scheme came out. This character was modeled and UV'd in Zbrush and textured and rendered in Substance Painter.

3D Props WIP

Age of Sail Online Game Dev

2023, Zbrush, Substance Painter

Here are my recent WIP's for the game development team I am on, Age of Sail Online. We are only in the beginning stages of development, but I've been having a blast modeling and texturing these props. All of the models were created and UV'd in Zbrush and textured in Substance Painter.

The Dead Sea

The Dead Sea

3D Modeling & Texturing Work

2022-2023, Zbrush, Substance Painter, Autodesk Maya, UE5

This is a reel (as well as some sneak-peek stills within the film) of all my 3D modeling and texturing work on "The Dead Sea", a sci-fi horror short film made by a crew of 10 at SCAD completed in May of 2023. I was so fortunate to play a large role in this team as the 3D modeler, texture artist, and VFX artist of the creatures in the film based on incredible concept art and storyboards given to me. Being in charge of the monsters within a horror film is such an honor. I modeled these inside of Zbrush, did retopology and UVs inside of Maya, textured them in Substance Painter, and lighting and rendering in Unreal Engine 5. 

Lust

The Dead Sea

"Lust"

2023, Zbrush, Substance Painter

This monster is a personal project inspired by the ending of my senior film, "The Dead Sea". What would Catherine have looked like if she got infected by the same virus? Because Greed was the original monster, and Bahri turns into Wrath, I found it only fitting that Catherine would turn into Lust. I took elements of Wrath, Greed, and the underwater environment within the film as inspiration for her design. This model was made and UV'd in Zbrush, textured in Substance Painter, and rendered in Unreal Engine 5.

1600s Well

3D Model

"1600s Well"

2023, Zbrush, Substance Painter, UE5

Here is another concept-to-3D model, based off of Don Carson's concept art for the Disney theme park. I decided to go a more realistic 1600s-town route on his concept. It was a good mix of hard-surface and organic modeling, as well as a really fun project to texture! This model was sculpted and UV'd in Zbrush, textured in Substance Painter, and rendered in UE5.

3D Model

"Lava Snail"

2023 Zbrush, Substance Painter, Unreal Engine 5

This was another short project just for fun. I wanted to focus on putting all of the detail into the model itself instead of relying on texturing this time around. This was modeled and UV'd in Zbrush, textured in Substance Painter, and rendered in UE5.

Deep-Sea Siren

3D Character

"Deep Sea Siren"

2022, Zbrush, Substance Painter, Autodesk Maya, Marmoset

This is my first fully completed character model. and I am responsible for all aspects of the process. I had to learn several programs during the making of this character, including Substance Painter and Marmoset which really changed my world as far as 3D modeling goes. I didn't realize how much fun texturing could be and since the completion of this project, I have taken a deeper dive into Substance Painter and Substance Designer so I can bring my models to the next level. With all of the knowledge that I gained from this project, I am planning on re-texturing my past works including the environment below, and re-rendering them in real-time as it is a significant improvement to my past rendering workflow.

3D Environment

"Anne Bonny's Captain's Cabin"

2020, Autodesk Maya, Adobe Photoshop

This cabin was my first 3D environment and my introduction to the amazing world of 3D modeling. I am responsible for modeling, UVs, texturing, lighting, and rendering. This was my first experience with hard-surface modeling and my first time trying 3D environment art. I thoroughly enjoyed this project and I am eager to work on more environments and explore different themes. 

3D Character

2021, Autodesk Maya, Zbrush, Arnold Render

This was my first attempt at modeling a character with a concept given to me by professor Ahmed Hasan. This was modeled in Zbrush, re-topologized in Maya, and rendered in Maya with Arnold Renderer. As my first time ever using Zbrush, it was hard to get comfortable with the program in such a short period of time but I was able to learn a lot about the process of creating a production-ready model. I am happy to say that my modeling skills have improved since this model and I would love to go back and re-work this character when I have the time.

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