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3D & Digital Designs
This page contains my non-interactive designs such as models, animations, and graphics. Check out my interactive designs on my interactive designs page.

Gazebo Scene - 2019
Created from multiple projects using Maya, Adobe Photoshop, and Unreal Engine for a class, this scene featured multiple 3D assets created by myself.

Gazebo Scene - 2019
Created from multiple projects using Maya, Adobe Photoshop, and Unreal Engine for a class, this scene featured multiple 3D assets created by myself.

Gazebo Scene - 2019
Created from multiple projects using Maya, Adobe Photoshop, and Unreal Engine for a class, this scene featured multiple 3D assets created by myself.

Gazebo Scene - 2019
Created from multiple projects using Maya, Adobe Photoshop, and Unreal Engine for a class, this scene featured multiple 3D assets created by myself.

Gazebo Scene - 2019
Created from multiple projects using Maya, Adobe Photoshop, and Unreal Engine for a class, this scene featured multiple 3D assets created by myself.

Gazebo Scene - 2019
Created from multiple projects using Maya, Adobe Photoshop, and Unreal Engine for a class, this scene featured multiple 3D assets created by myself.

Gazebo Scene - 2019 (chest UV)
UV view in Maya of chest from the gazebo scene with textures

Gazebo Scene - 2019 (chest 4-way view)
4-way perspective view in Maya of chest from the gazebo scene

Wall Asset - 2019
This was a wall asset I made for one of my classes. It was modeled and textured in Maya and its textures were made in Photoshop. The wallpaper and brick textures were made from original photos.

Wall Asset Sheet - 2019
This is the asset sheet I made for the wall asset that provides an explanation of its construction and a breakdown of its parts.

Wall Asset (right) - 2019
right angle view of the wall asset

Wall Asset (left) - 2019
left angle view of the wall asset

Wall Asset (LOD example) - 2019
This is a Level Of Detail (LOD) image of the wall asset. It is has lighting turned off and the three instances of the wall asset each have a different poly count with the highest poly count instance being the one closest to the camera. It was meant to be example of how the asset could be optimized for use "in game" using LOD features.
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