





Lumina
Character rigging practice project designed to explore advanced rigging techniques. Built a functional body rig with facial controls for expressions, as well as a custom tail rig to test secondary motion and flexibility. Textures were not the main focus; the goal was to create a clean, animation-ready rig suitable for posing and performance testing.

Lumina
Queen From To Be Hero X





Queen
University dissertation project focused on creating a high-quality 3D character of Queen from To Be Hero X. The character was developed using an industry-standard pipeline, beginning with base modeling in Maya, sculpting details in ZBrush, designing garments in Marvelous Designer, and texturing in Substance Painter. Topology and wireframes were carefully optimized for both visual fidelity and game-ready standards.
Currently in the process of rigging the character to allow for more dynamic poses, polished renders, and potential animation tests. This project highlights my ability to take a character through the full production pipeline, from concept to near-final presentation.
BMW M4 GT3 (WIP)





BMW M4 GT3
Ongoing hard-surface modeling project focused on creating a highly detailed BMW M4 GT3 race car. The project emphasizes accurate proportions, clean topology, and realism, with particular attention given to bodywork, wheels, and aerodynamic details.
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Currently refining the model and preparing it for texturing and rendering. The goal is to create a cinematic-quality asset suitable for both portfolio presentation and potential real-time use.