• Title: Clone Commando-good and bad guy
  • Role: Modeler and Animator
  • Media 3D Animation
  • Software: Maya, Substance Painter, Blender Cycles
  • Hardware: Windows 10
  • Specifications: 1920×1080
  • Class: Animation for interactivity and games
  • Professor: Marcio Goncalves
  • Semester/Term: Fall 2020
  • Institution: University of Tampa
  • Description: These characters were used as a test of Substance Painter and Blender Cycles and to solidify my skills with the softwares.
  • Title: Clone Commando
  • Role: Modeler and Animator
  • Media 3D Animation
  • Software: Maya and substance Painter
  • Hardware: Windows 10
  • Specifications: 1k square
  • Class: Animation for interactivity and games
  • Professor: Marcio Goncalves
  • Semester/Term: Fall 2020
  • Institution: University of Tampa
  • Description: This was a fun one. After completing various personal projects and better solidifying my personal pipeline, I wanted to create a character that could show off my newly found modeling skills. As a huge Star Wars fan, I wanted to create a clone commando. I played the games growing up and I really wanted to push myself with this character while also making it my own. My modeling skills were put to the test because after I got the basic body shape of the character created, I broke the symmetry of the character to create things like the backpack and the various other items on the character like the holsters and the shoulder pads. Along with learning about constraints for objects and animation.
  • Title: Specter knight
  • Role: Modeler and Animator
  • Media: 3D Animation
  • Software: Maya and Substance Painter
  • Hardware: Windows 10
  • Specifications: 1k square
  • Class: 3D animation 2
  • Professor: Marcio Goncalves
  • Semester/Term: Spring 2020
  • Institution: University of Tampa
  • Description: This character challenged me a lot in getting the body proportions correct. The Specter Knight character is a tall and lanky guy, which was very different than anything I had completed before. Along with being my first-time using Substance Painter. This character really pushed me to new heights with my modeling and my general understanding of character creation.
  • Title: Fox Guy
  • Role: Modeler and Animator
  • Media: 3D animation
  • Software: Maya and Photoshop
  • Hardware: Windows 10
  • Specifications: 1k square
  • Class: 3D Animation 1
  • Professor: Marcio Goncalves
  • Semester/Term: Fall 2019
  • Institution: University of Tampa
  • Description: Looking back I really don’t like this character at all. At the time, I was trying to figure out how to use duplicate special and I felt that I didn’t push myself hard enough to come up with something creative-character-wise; however, I did learn a lot from this character. It was my first-time doing UV mapping and it was the first time I had done texturing outside of Maya.
  • Title: Robot Man
  • Role: Modeler and Animator
  • Media: 3D Animation
  • Software: Maya
  • Hardware: Windows 10
  • Specifications: 1k square
  • Class: 3D Printing and Modelling
  • Professor: Marcio Goncalves
  • Semester/Term: Fall 2019
  • Institution: University of Tampa
  • Description: The best last-second effort I have ever made. For several weeks, I had been working on a different character for this class, and then I lost my USB for the class just a few days before my final character was due. Over the span of two days I modeled, textured, and did the rigging for the character. I was very happy with how it turned out; I even liked this character more than the one I had been working on before. Talk about being pushed to your limits.
  • Title: Silver Surfer
  • Role: Modeler
  • Media: 3D Animation
  • Software: Maya
  • Hardware: Windows 10
  • Specifications: 1k square
  • Class: 3D Printing and Modeling
  • Professor: Marcio Goncalves
  • Semester/Term: Fall 2019
  • Institution: University of Tampa
  • Description: This was the first character that I made using Maya. The purpose of the character was to focus on body proportions. When I went back to make a rendered image of the character, I realized how horrible the topology and edge flow of the character was. This made me smile because it showed me how much I had improved in such a short period of time.