digital gallery.
zbrush and character work.
zbrush projects.
digital character work.
This collection started as school assignments for a class in 2025, but I will continue to add more work here as time goes on. I sculpted all of these from basic primitives in zBrush, only relying on zspheres for the character work. I have been a practical sculptor since sometime around 2001, and digital sculpting has come naturally to me.
The majority of screenshots in this collection are of models of every day bric-a-brac, ranging from landscapes and landscape pieces to clothing items and ancillary background props. Nothing in this collection has been unwrapped or textured.
Character ideation and creation is one of my deepest and longest passions, specifically creatures that follow an eldritch style, but also many that are much more whimsical in nature.
I create my characters in zBrush to start, generally working off of zsphere armatures, taking the process all the way through to low-poly retopology before moving to substance painter, where I generally hand-paint my organic textures, and rely on smart materials for the accessories. Each character is a baked high poly, full map texture, usually at 4K, and they are posed in Maya with a rig.
The featured character is a Cthulhu redesign; I feel like the concepts behind “eldritch” have evolved significantly in the recent years, and I wanted to create a Cthulhu that matched the current style.
arnold render engine scenes.
I made these renders with the Arnold Render engine for Maya in 2022; this was a school project. I hand-painted most of the textures, and made the majority of the models for these renders; the textures I didn’t hand paint I generated in Substance Painter, and the few assets I didn’t model myself were provided by the teacher, and were models that had to be in everyone’s scene.
This scene is the apartment for a character in a sci-fi series I am working on, the character is named Dr. Mot. The entire surface of this planet is multiple layers of cityscape.
This is the project that I am working on for this term and next term in school; it is one of the two Unreal Engine projects as well, and will ultimately have call sheets and turntables. I made every asset for this scene, although I didn’t hand paint as many of the textures, most of them were generated in Substance Painter. The scope of this project is much larger, so it wouldn’t be possible for me to hand paint everything.
This scene takes place in the same world as the Text-Based Adventures on Earth in 2074. Technically it is the same universe as the first scene, just a different planet.
unreal engine.
The scene I used for this comes from yet another planet in my shared universe; this one is a Fantasy planet. This specific scene is the tutorial for a proposed game based in this world, and it consists of 4 different levels, custom assets and textures, sound effects, particles and visual effects.
old renders.
These renders are old, from 2015 to 2020. These renders are mostly utilitarian in nature, and I used them to learn techniques, like painting skin and post-editing in Photoshop.
These renders aren’t as old, but the majority were still done when I was relatively new to Arnold, so they represent learning as much as the Blender renders. For the most part they are not connected via narrative.
digital paintings.
The art in this section was either created in Photoshop or Illustrator and then edited in Photoshop. There are examples of painting, but also examples of vector art and photo manipulation.