Aristotle – Team Fortress 2
Aristotle is a Steam Workshop submission I made with a friend that was chosen by Valve to be put into their videogame, Team Fortress 2. It is one of nineteen items that can be randomly obtained from the Blue Cosmetic Case & Key, which was added to the game on March 28, 2018.
Official Team Fortress 2 News About Aristotle
Aristotle in Steam Workstop
H2Grow – Characters
H2Grow – Props
H2Grow – Environment
These are some of the assets I textured for my senior project, H2Grow. I also modeled some of the props too, such as the scythe, sign, seedbag, milk, plankton bottle, and medicine seen above.
Character modeling was done by Matt Monk. Brooks Stowe modeled the environment assets.
Texture size for characters are 1024 x 1024. Props and environment assets were 512 x 512. Textures were made with Photoshop CS5 and the props I modeled were made with 3ds Max 2013.
Grabber Weapon
This was a texture assignment for my advanced game animation course. My professor (Gregory Grimsby) modeled & UVed the weapon. I only take credit for the texture.
Texture size is 1024 x 1024 and was done in Photoshop CS5.
WWII Airplane
This was an assignment I did for my advanced game animation course. The WII plane was modeled, UVed, and textured by me.
Texture size is 1024 x 1024 and was done in Photoshop CS5. Plane model was done in 3ds Max with a triangle count of 6,590.
Linus (LFCC Mascot)
This is a character for a mobile sports game app I’m currently working on for Lord Fairfax Community College. I modeled, UVed, and textured him using 3ds Max 2014 and Photoshop CS5.
Texture size is 1024 x 1024 and triangle count is 51,670. This version is high poly and will be rendered out for promotional artwork. A different, low poly version will be used in-game.
Free as a Kite – Animated Short
This was my final for my intro Maya course. The theme for the project was to somehow represent the word “desire”. I decided to convey the desire for freedom as well as the consequences that come with it through a kite who yearns to be able to fly freely in the sky.
I used Maya 2011 to model and animate the characters/props. Photoshop CS5 was used to create the textures for the models. After Effects and Camtasia were also used to construct the video.
Diver Dan Mocap
This was my final for my videogame motion capture class. The animations on Diver Dan were made using Motionbuilder and prop animations were done in 3ds Max. All 3D models & music come from my senior project game, H2Grow.