Heart Chocolates

Quick Info & Stats
Project: Proxi
Modeled: Maya
Mapped: Blender/ZenUV/UVPackmaster Pro
Textures: Adobe Photoshop & Substance Painter
Workflow: PBR
Materials: Stylized Albedo with supporting maps
Game Engine: Unity
Stats:
| vertices | 548 |
| triangles | 936 |
This heart-shaped chocolate box was created as a real-time game asset, designed to read clearly at game distance while holding up in close-up views. The model was built in Maya with UVs refined across Maya and Blender, then textured in Adobe Substance Painter using a standard PBR workflow for improved material clarity. Decorative lid graphics and paper details were created in Adobe Photoshop and applied as layered alphas to keep the asset visually rich without adding unnecessary geometry.
Toy Wagon

Quick Info & Stats
Project: Fab
Modeled: Maya
Mapped: Blender/ZenUV/UVPackmaster Pro
Textures: Adobe Illustrator/Photoshop & Substance Painter
Workflow: PBR
Materials: Albedo, AO, Normal, Metallic/Roughness
Platform: Fab.com
Stats:
| vertices | 2363 |
| triangles | 4380 |
Modeled in Maya and textured in Substance Painter using a mix of procedural materials, custom alphas, and hand-crafted decals created in Illustrator and Photoshop. UVs were laid out with primary shells in the 0–1 space and duplicated elements pushed into 1–2, maximizing texel density while keeping ambient occlusion clean and preserving sharp detail across the wagon’s surfaces and hardware. It remains one of my most fully realized hard-surface builds.
Trumpet

Quick Info & Stats
Project: Proxi
Modeled: Blender
Mapped: Blender/ZenUV/UVPackmaster Pro
Textures: Substance Painter
Workflow: PBR
Materials: Stylized Albedo with supporting maps
Game Engine: Unity
Stats:
| vertices | 3066 |
| triangles | 5952 |
Crafted in Blender with careful attention to clean topology, using advanced bridging tools to form the complex U-bends with precision. UVs were created using ZenUV for fast, accurate unwraps and packed efficiently with UVPackmaster Pro to maximize texel density. All maps were baked in Substance Painter and the final asset was optimized for Unity, ensuring both strong visual quality and real-time performance.
Mahjong Set

Quick Info & Stats
Project: Proxi
Modeled: Maya
Mapped: Blender/ZenUV/UVPackmaster Pro
Textures: Adobe Photoshop & Substance Painter
Workflow: PBR
Materials: Stylized Albedo with supporting maps
Game Engine: Unity
Stats:
| vertices | 846 |
| triangles | 1387 |
A variety of techniques were used to carefully recreate this well-regarded representation of Mahjong set, paying close attention to detail and traditional craftsmanship. The characters were designed as vectors in Photoshop, while Substance Painter was utilized to create the corner metal supports with nearly flush nails. An alpha shape in Substance Painter was used for the interior fabric design of the box. Each tile, modeled as an individual flat, tall box, was painted using a combination of alpha maps from Photoshop vectors, Substance Painter paths for precise stroke control, and the brush tool for the dots.
Congas

Quick Info & Stats
Project: Proxi (Early Development)
Modeled: Maya
Mapped: Blender/ZenUV/UVPackmaster Pro
Textures: Substance Painter
Workflow:PBR
Materials: Stylized RGB + Albedo + Support Maps
Game Engine: Unity
Stats:
| vertices | 1918 |
| triangles | 3348 |
Stylized conga drums created as a game-ready prop for Proxi, an unshipped title from Gallium Studios. Designed with an emphasis on clear silhouettes, strong material separation, and graphic surface detail, the asset reads cleanly at game distance while still holding up in closer views. The stylized treatment supports fast visual recognition and consistent performance in a real-time environment.
Tiki Drink

Quick Info & Stats
Project: Proxi
Modeled: Maya
Mapped: Blender/ZenUV/UVPackmaster Pro
Textures: Adobe Photoshop & Substance Painter
Workflow: PBR
Materials: Stylized RGBA with supporting maps
Game Engine: Unity
Stats:
| vertices | 599 |
| triangles | 1112 |
Utilizing a proprietary RGBA PBR shader for Substance Painter and Unity with its four-channel color limitation, I leveraged curvature and two alpha masks to apply a grayscale albedo texture overlay. While the curvature map was applied subtly, the color differentiation between the mask, ice, and lime elements was more pronounced. This technique pushed the boundaries of the limited color palette, adding depth and visual interest