Fremont Street Experience for ESPN Super Bowl 2024
This project started with point cloud data gathered over 2 days with the NavVis Vlx. I spent 2 early mornings scanning the site and collecting reference images. Once I returned from scanning, I then began processing and aligning point cloud data, and exporting data into sketchup where I modeled various sections of the Fremont Street Experience (most notably The D and Four Queens Casinos among other areas). I was also responsible for prepping all models, including the ones I didn't model, in Maya by assigning shaders and UV mapping. Once all models where complete I then was responsible for exporting, placing, set dressing and texturing all of the models (minus the newly built stages, truss structures, and people). Texturing was achieved by creating textures using photographs I took on sight, creating decals from photos gathered on sight and utilizing a mix of megascans, and unreal store assets.
Tustin Marketplace - Irvine Company
This project started with point cloud data gathered with the NavVis Vlx. I started with collecting point cloud data over the course of 3 days by walking pretty much every square foot of the Tustin Marketplace. This particular project ended up being over 40 scans in total. Once those scans were assembled in NavVis's Avion software, the point cloud were then exported to Sketchup where I was personally responsible for modeling all of the buildings (I did get a little help on 2-3 of the smaller buildings in order to make the quick turn around. One other person was responsible for the parking lot.
Los Angeles Chargers - Draft Day War Room
This project started with point cloud data gathered with the NavVis Vlx. I was responsible for seeing this project through from beginning to end. I started with the point cloud data and modeled the storefront in SketchUp. I then UV mapped in Maya and sent all of the assets to Unreal Engine. I was also responsible for pulling dimensions from the 3D scan and providing templates to the Chargers graphics design department as well as measurement's to our inhouse print and install team. Once the Chargers sent back the finished art i plugged it into the scene in Unreal Engine and provided the following renderings for final approval.
Day of Event
Fashion Island for Irvine Company
Modeled in Sketchup and Maya based off of 3D scans I took of Fashion Island in Newport Beach using the NAVVIS Vlx. Responsible for modeling half of the site, uv mapping all models, and lighting, texturing and set dressing in unreal engine.
Sofi Stadium LA Rams Locker Room for Los Angeles Rams
Modeled in Sketchup using scans captured with the NavVis Vlx. Touched up in Maya, Rendered in Unreal Engine. Responsible for modeling half of the site, UV wrapping, and all Unreal Engine portion of project. (Lighting, texturing, and set dressing)
Training Camp for Los Angeles Chargers
Modeled in Maya based on architectural renderings and cad plan provided by the client. Assembled in Unreal engine utilizing megascans and unreal store assets.
Buccaneer Boom - VR Pirate Shooter Experience
For this project I collaborated with other student artists, and other animation/video game art majors on a VR Virtual Reality pirate-themed, rail shooter for rendering in real-time using Unreal Engine. My Responsibilities included designing, modeling, and texturing various environment assets following a PBR workflow using Maya, Substance, and Photoshop, for use in Unreal Engine 4.27. I was also apart of prototype level design. lighting, sound design, and logo design. My technical responsibilities included some light coding, and visual scripting using blueprints for targets, lights, and moving actors in the play area, creating master materials and instances of shaders for optimal performance, file management in-game, and collaborating via shotgrif and perforce.
Tradeshow booth design for Pacific Airshow - ICAS
Pacific Airshow trade show booth. Designed in Sketchup. Rendered in Unreal Engine. Started by laying out the truss structures in sketchup and working my way over to unreal engine. Dimensions were then given to graphic department and applied to the 3D model for final approval.