I began 3D modeling in 2011 by making content for the Steam Workshop for Valve Software's Team Fortress 2. Since then, I have done a lot of 3D work for my own game projects, as assets for sale to others, and even just for fun, in addition to continuing to create Workshop content for TF2.
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Themed 3D Weapons
Started as a simple modeling exercise, I have begun developing a prototype for a first-person arena shooter around these models. The goal of the project is to create multiple sets of skins for each weapon type in collections based on specific themes, such as the Old West or space travel. Each set includes seven items: a shotgun, a revolver, a Thompson-style submachine gun, a grenade launcher, a sniper rifle, a rocket launcher, and a minigun.
All models are fully rigged for use in Unity. Each model for the same type of weapon uses a rig with identical structure so that animations can be re-used across models.
All models are fully rigged for use in Unity. Each model for the same type of weapon uses a rig with identical structure so that animations can be re-used across models.
High Noon
A collection based on the Old West, specifically the revolvers commonly seen in media depicting that era. Each weapon incorporates features of an 1800's revolver, with some features being functional and others purely ornamental depending on the weapon.
Space (Arms) Race
Designs inspired by NASA spacecraft. This collection is still a work in progress as of this writing.
Bee
Bee idling
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Bee in flight
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A stylized bumblebee made for the game "Fat Lizard Game" for the Seattle Indies Slow Jam 2023. Modeled, textured, rigged, and animated by me using Blender 3D, Adobe Substance 3D Painter, and Unity. (I also made the house in the background.)
Team Fortress 2 Steam Workshop Content
A small selection of the items I have created for the Steam Workshop for Team Fortress 2. All submissions are considered by Valve for inclusion as in-game cosmetic items for players.
Weird Altruist
A hairpiece for the Medic inspired by the iconic hairstyle of "Weird Al" Yankovic. The Medic has a Hawaiian shirt and an accordion-playing taunt animation in the game already; thus, this item completes the Weird Al look.
The concept for this item was created by Steam user "Kierz." All 3D sculpting, 3D modeling, texturing, rigging, jigglebone configuration, and promotional materials are my own.
The concept for this item was created by Steam user "Kierz." All 3D sculpting, 3D modeling, texturing, rigging, jigglebone configuration, and promotional materials are my own.
Promotional image for the Steam Workshop created using the Half-Life Model Viewer (HLMV) and showing the pairing of the item with the Hawaiian shirt item already in the game
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Topology, showing LOD0, LOD1, and LOD2, as well as the high-poly sculpt (left) that was used to bake normals into the model's texture for a greater level of detail than the in-engine model alone would allow
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Eye in the Sky
A camera suited to the 1970's aesthetic of Team Fortress 2, attached to a balloon which follows the player around. The camera and string swing about with the player's movements. Includes two additional LODs.
All concepting, 3D modeling, texturing, rigging, jigglebone configuration, and promotional materials are my own.
All concepting, 3D modeling, texturing, rigging, jigglebone configuration, and promotional materials are my own.
3D Characters
An assortment of 3D characters I have designed.
Li'l Dynamo
A little feminine robot. This character was originally designed purely for my own exploration into character design and modeling. This model in particular was created for use as a player avartar in VRChat. There is also a low-poly version intended for use in VRChat on Meta Quest 2.
All concepting, 3D modeling, texturing, and rigging is my own.
All concepting, 3D modeling, texturing, and rigging is my own.
Colton
Colton, officially referred to as "Colton the Jolly Minecart," is the star of Colton's Runaway Rails, an endless-runner-style platforming game for Android which I developed solo in the Unity engine. There is both a high-poly model used for close-ups on menus and a low-poly model used during gameplay.
Colton can also wear a variety of costumes and accessories, which are layered over his default model and rig.
All concepting, 3D modeling, texturing, and rigging is my own.
Colton can also wear a variety of costumes and accessories, which are layered over his default model and rig.
All concepting, 3D modeling, texturing, and rigging is my own.
More than 40 unique costumes are available for Colton to wear in Colton's Runaway Rails.
Melanie (64-bit)
Another humanoid character of mine, this time attempting to capture the unique visual style of the original PlayStation and Nintendo 64. This model was designed to be highly expressive with very few polygons. The model has also been given several simple animations in Unity.
All concepting, 3D modeling, texturing, rigging, and animation is my own. The shader used for this model is a freely available PSX shader by GitHub user Kodrin.
All concepting, 3D modeling, texturing, rigging, and animation is my own. The shader used for this model is a freely available PSX shader by GitHub user Kodrin.
Topology for Melanie's model. The different arms are switched out via animations to create different poses without requiring fully-rigged fingers. This is a technique used in a variety of PSX and N64 games, such as Super Mario 64.
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Pencil sketch of Melanie, used as a reference when creating the 3D model
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