AMBER Inspire B3 Pro
For this group project at Howest – Digital Arts and Entertainment my team and I created this product launch video where we presented a glimpse into the potential future of technology. My responsibilities were the design and creation of the mechanical bee including the concept, model and textures which was then rigged and animated by my teammate. This project was presented at the 2024 International VFX and GD Conference Bratislava.
Below you can watch the full video we have made and a breakdown of the character creation process.

Sailfin Firefighter
This character was created for a school assignment, where we had to come up with our own idea for a human/reptile hybrid. This character was based on the sailfin lizard also called hydrosaurus, perfect for extinguishing fires.
I sculpted this in ZBrush, then textured the model in Substance Painter and rendered it both in Substance Painter and Unreal Engine.

Skeleton Knight
This stylized character model is based on the awesome work by Hue Teo. When I saw this piece, I just had to make it in 3D for a stylized character course at Howest – Digital Arts and Entertainment.
I sculpted this in ZBrush, made the retopo in Maya and then textured the model in Substance Painter.

Phantom Warrior
This assignment required a character creation from the waist up. This ghost assassin jumping through a wall felt absolutely perfect for that prompt. This character model is based on the incredible illustration by Anna Podedworna.
I used Zbrush for sculpting, Maya to retopo and Substance Painter for the textures.

Hardsurface Assets
This is a small collection of hardsurface assets. These highpoly models have been baked and textured onto their lowpoly counterparts and then rendered in Unreal. The brief for this was to create assets that could fit into a mercenary’s hideout and I figured they could use some hobbies to pass the time.
Canyon Mountain Pass
Creating this environment was an excellent way for me to learn how to work in Unreal Engine 5 and see how far I can push a project with realtime lighting and rendering.
This scene was inspired by a roadtrip I did a few years ago through the West Coast of the USA.
I used Quixel megascans, a few assets from the Epic Games Store and created some of the foliage myself.

