3D Modeling














Modeling Demo Reel






Modeling Blog


Medieval Tower

Low-poly medieval tower modeled using Maya and textured using Substance Painter. I was originally going to make a tower inspired by the Warcraft III guard tower but, after finding other references, I went for something a little more ornamented. Two days to complete, most of which was spent hand-painting the stones on the base level.

Medieval Tower
Medieval Tower
Medieval Tower
Medieval Tower

Poly count = 4328 Tri = 8566





Futuristic Gun

Futuristic gun. Textured in Substance Painter modeled in Maya. I want to make more models for the sci-fi genre

Futuristic Gun
Futuristic Gun
Futuristic Gun
Futuristic Gun

More Sci-Fi to come





Sherman

Sherman Tank Model. Textured in Substance Painter modeled in Maya.

Sherman

Sherman Tank Model (wood toy texture). Textured in Substance Painter modeled in Maya.

Sherman
Sherman

Sherman Tank Model. Texturing in Process. First test complete. This test primaraly uses four textures. The next version will have specific details from reference footage and have a different texture for each section indicated by the IDs above.

The Sherman tank had so many versions of the design during WW2... maybe in the future I will make a rarer variant.





Cannon
Cannon
Cannon

Quick few hour model of a cannon. The model was made in Maya and the texture was made in Substance Painter.





Lighthouse Props

I revisited my lantern and re-textured it... I will probably do this with the entire Lighthouse Project





Ranthambore
Ranthambore

Quick few hour low poly section of a temple in the Ranthambore Fort. The model was made in Maya and the texture was made in Substance Painter.





Blunderbuss
Blunderbuss

Blunderbuss first Substance Painter look. I still have to creat the add-ons like scopes, bayonet, and maybe even a granade launcher. I will also be making alternative silly textures.

Blunderbuss

Blunderbuss work in progress. Substance Painter Iray render test. The test is to figure out general texture and colour placement. The final textures that show object specific usage and damage is next.

Blunderbuss

Blunderbuss work in progress. The colour coding is intended to help both with final texturing in Substance Painter and the modeling process. The references came from both an assembled and disassembled blunderbuss to ensure that the final model both looked correct and was mechanically accurate. I chose the blunderbuss because of its exaggerated barrel and its ability to cross genres from a pirate theme to a fantasy theme like the Dwarfs of World of Warcraft.







Axe
Axe

Quick personal project modeled in Maya and textured with Substance Painter. I rarely seem to get a chance to play with emission in Substance Painter so I thought I would use this as an opportunity. I have modeled a number of axes in the past and this is definitely the one I would least like to be attacked by. +10 fire damage 30% chance of demonic possession..







Khopesh
Khopesh

This sword is modeled after the Khopesh, an Egyptian weapon. The sword functioned as a canvas to experiment with combining textures both hand-painted and generated from Arnold shaders. While the general design of the sword references a traditional design, the materials are of my own imagination and not authentic to any historical example. The handle is combines the tactile quality of reptile skin with the subsurface scattering of the rhino horn and the emissive quality of a magical gem.







Lighthouse Keeper Lighthouse Keeper

The Lighthouse Keeper is part of a larger personal project originally inspired by the Low Point Lighthouse in Nova Scotia. As the project evolved the Lighthouse Keeper adopted a uniform from the United States and the landmass surrounding the lighthouse was heavily eroded into an island. Still a work in progress, the final iteration will be in Unreal Engine where the Lighthouse keeper will be free to navigate both the interior and exterior of the lighthouse.


Lighthouse Props Lighthouse Props

The Lighthouse Keeper’s props work in progress. The final props will be textured in Substance Painter. The reason for changing the materials is to more easily show wear and tear. The final wear patterns will follow a more natural path to indicate how the objects were used over time.







Lighthouse

The lighthouse is modeled after the Low Point Lighthouse in Nova Scotia. The landmass was changed to exaggerate the threat of erosion to the lighthouse. The Bay of Fundy, while on the other side of Nova Scotia, was a secondary inspiration. The erosion pattern was inspired by the extreme tidal changes that occur in the Bay of Fundy. The water was created by using a Boss simulation and the atmosphere is the product of Arnold’s atmosphere volume. The modeling and texturing is done in Maya with Arnold shaders. The only exceptions are the buoys which take their texture from an edited photograph.







Knight Party Props

This is a collection of props from the animated short, Knight Party directed by Patrick Hilgert and Brian Wilson. Some of these props were created for an earlier iteration of the story and did not make it into the final. The animated short was made remotely and all meetings were done via Zoom meeting. At one of these meetings an inside joke developed about baguettes and, eventually, a baguette sword. I had the pleasure of modeling and hand-painting the texture for the baguette even though I was not present at the meeting where the joke formed… in the end, I never came to understand the joke but I was part of it in my own way :)







Stilt House

The stilt-house references those of Myanmar staged as a diorama in the larger environment of an art gallery. The water is a Boss simulation and the plats are paint effects.







Northwest Passage

This model was originally inspired by Stan Roger’s song, Northwest Passage. As the project developed, I focused on the international dispute over the passage, specifically between Canada and the USA. The ship in the bottle is the H.M.S Terror. The prism on the desk was used to project the flag onto the map of the passage.







Corvette Flower Class

This is a model of the Corvette Flower-class. The four ships are shown tracking down the shadow of a U-boat. The inspiration comes from my grandfather who escorted merchant ships across the Atlantic during WW2. I had the chance to tour one of these ships while on a trip to Halifax and, when modeling, I wish I took more photographs. Unfortunately, at the time, I was using a disposable camera (I don’t miss those).







Happy

This environment was inspired by Guru Studio’s True and the Rainbow Kingdom. While I don’t often make cute models, I really enjoyed creating this. Although it is a very simple design and was easy to model, the egg-shaped car is still one of my favorite models that I have made. I designed the headlights as glasses with the arms functioning as side-mirrors.







Cuckoo Clock Cuckoo Clock

The Cuckoo Clock was inspired by a trip to Munich. When entering Marienplatz to see the Glockenspiel or any number of historic buildings you are first greeted by a McDonalds. To exaggerate this interaction, I placed a very Bavarian cuckoo clock in a McDonalds restaurant.







Robot

The robot models are inspired by a Swiss Army Knife and the interior of the Large Hadron Collider. The original idea was that there was some secret project being developed by Switzerland that calls into question their alleged neutrality.







Mouse Utopia

This model is a reproduction of one of John B. Calhoun’s experiments which supported the Behavioral Sink observation. Since the reference images were in black and white, the materials are the combination of educated guesses and aesthetic choices. The model is likely more steampunk looking than the original experiment. In support of the conclusions of the experiment, I tried to give the appearance of a horror setting through an atmosphere volume and lighting. I was trying to channel the movie Saw.







Gem Virus

All Content © 2018 Morgan Skinner