Here is one of my personal projects based on my own concept. I am responsible for the entire scene. The purpose of this project is experimenting with realistic material for a stylized concept. The render is completed in Arnold. Other software is Maya, Zbrush and Substance Painter.
Here is a brief personal project I worked on during my free time, inspired by a wonderful concept created by Taeeli Segal-Barnatan.
Here is a personal project based on a concept by Olsen Creation. I used Zbrush for modeling and rendering.
In this model I was inspired by the Mesopotamian sculpture style. The stylized approach to realism, use of decorative pattern, and simplicity of figures are some characteristics that make this ancient art unique. All models are based on my own concepts.
To apply a Mesopotamian style to a 3D sculpture, I chose one of the most significant Iranian myths, Rostam and the Seven Challenges. Rostam is a mythical character of Shahnameh, an important Iranian poetic book written by Ferdowsi. In this book, Rostam passes seven challenges to help to release the king from White Giant prison. This story takes place in a rain forest at the hillside of Damavand, a volcano whose summit is always covered by snow. Because it is always covered by snow an Iranian contemporary poet, Mohamad Taghi Bahar called it the White Giant. I used this metaphor to complete this composition. In this 3D sculpture, the environment tells the story. In the complete story, Rostam passes seven challenges and fights a dragon in one of them. To design the environment, I designed stones to look like a lion. The trees twist to form a wizard face, and the shape of the mountain recalls giants. The stone slopes are shaped like small giants and the summit is the face of the white giant.
This Project is based on my own concept. The purpose for this project is creating a realistic character to show the entire process from modeling to creating texture and rendering
To complete this project I used Maya, Mudbox, Mari , zbrush and substance painter.
This spear is made for Dauntless, Phoenix Lab's production. I was fortunate to work on weapons for the project. For this asset, I was responsible for Hi-Res modeling and reviewing other stages including Game mesh, UV, texture, and shader.
This lantern is made for Dauntless, Phoenix Lab's production. I was fortunate to work on weapons for the project. For this asset I was responsible for Mid-Res modeling and reviewing other stages including: Game mesh, UV, texture and shader.
This hammer is made for Dauntless, Phoenix Lab's production. I was fortunate to work on weapons for the project. For this asset, I was responsible for Mid-Res modeling and reviewing other stages including Game mesh, UV, texture, and shader.
This sword is made for Dauntless, Phoenix Lab's production. I was fortunate to work on weapons for the project. For this asset, I was responsible for Mid-Res modeling and reviewing other stages including Game mesh, UV, texture, and shader.
Here is a sword I review for Dauntless. I was responsible for reviewing the asset from start to texture. Also for this set I made the smart material.
This chain-blade is made for Dauntless, Phoenix Lab's production. I was fortunate to work on weapons for the project. For this asset, I was responsible for Mid-Res modeling and reviewing other stages including Game mesh, UV, texture, and shader.
This is a personal project based on one of my sketches. For this project I tried to capture the 2D concept in my 3D work.
In this work I was responsible for hair and I use Xgen for grooming hairs and Arnold for rendering. Xgen guides are used to create hair direction and some modifiers, including Clump and noise, added to give it a realistic look.
In this project I use Xgen for grooming and Arnold for rendering. I added high amount of noise to give it a dreadlocks look.