About Me

My photo
I am a senior 3D character modeler and texture artist residing in Vancouver, British Columbia. This blog is where I post W.I.P. images from whatever current project I`m working on in my spare time. Right now, I'm working on a mash-up of two older models: my Terminator T-800 skeleton, and my Arnold sculpt... basically a full body ecorche of the Terminator, like what happens at the end of every Terminator movie. The goal here is to demonstrate my skills in hard surface, anatomical, and likeness sculpting, as well as in photoreal texturing, shading and rendering. It's an ambitious project and one in which I only get a few hours a week to work on, but it's tested all my artisic/technical know-how in the best possible way.

Sunday 18 November 2018


Before I jump into texturing, I thought I'd 3D print a bust of the asset. Last year, I sculpted and printed a bust of Ash from Evil Dead and was lucky enough to get Bruce Campbell to sign it. I doubt I'll have the same luck getting Arnold or James Cameron to sign this one, but one can dream.

Side note: I may delay texturing for a little while, since my current PC specs aren't very compatible with Mari. I've been wanting to upgrade my machine for a while, so this is a good excuse. However, to do so in a well researched, future-proof manner will take time and money. In the meantime, I plan to sculpt some quick models for printing and reel additions, so stay tuned for that.

Saturday 25 August 2018


Testing out displacement maps with some very basic shaders and lighting.

Saturday 28 July 2018


Built a simple arm rig in Maya to pose him out and give him a little more attitude.

Thursday 19 July 2018


Laying out UVs for the shotgun prop on a Thursday night.

Wednesday 18 July 2018

Friday 13 July 2018


Arny showing off his new face detail with a steely Kubrickian glare.

Sunday 8 July 2018


Finally I get to do some more fun stuff again, after spending the last month doing UVs and re-topo in what free time I can find. Now I get to go back to ZBrush to detail the necrotic flesh!

Wednesday 4 July 2018


I hollowed-out and retopologized the body. Now to bring it back into ZBrush to project the detail back onto it and start sculpting the edges properly.

Tuesday 26 June 2018


Topo Tuesday! Working on re-topology for the Arnold half. I'm not planning on rigging it (never say never), but I do want a clean surface for texturing.

Monday 25 June 2018

Sunday 24 June 2018


Endoskeleton UVs done! 6 UDIMs, and I cheated the head to have a bit more texel density than the rest, since I plan on doing some close-up renders of the face. Thankful to be done this chore. I need a beer.

Saturday 23 June 2018


I`ve been playing a lot of the new God of War recently and have become transfixed by Kratos` badass elbows, inspiring me to go back and tweak my sculpt. Gettin`there.


A rough mash-up of the body and skeleton, and a proof of concept for the final product. I`ve yet to detail the edges of the skin and still trying to decide how far I want to go with muscles clinging to the skeleton. Too many muscle bits looks too gory, while not enough makes his skeleton side look weak. We`ll see.

Some Zbrush screencaps of Arny. Still tweeking anatomy. There`s always room for improvement, so I`ve been picking away at this for a little while now. During my recent trip to Italy, I viewed a lot Renaissance art, including the ``David`` in Florence, which inspired me to revisit various components of this sculpt that are lacking, namely the forearms.


UV unwrapping: everybody's favorite! Fortunately, the UV tools in Maya 2017 are pretty good, so it wasn't too tedious, just time consuming given the quantity of parts.


My reference sheet I compiled through combing Google and my DVD collection. I'm going for Arnold, circa late 80s to early 90s, so T2 was my go-to resource here.

Render of Arnold using... Arnold. I'm pretty content with the likeness here, though some of the body anatomy needs work. The next big thing here is to hack away at the left side of the body to reveal the endoskeleton underneath.

Monday 18 June 2018


Bit by bit I went back and re-beveled each piece of the skeleton, the most challenging part being the skull. I think there's a couple unavoidable triangles in there, but no n-gons. Should make for a clean unwrap.

Sunday 17 June 2018


My original T-800 I modeled and rigged in XSI back in 2013. The topology was pretty garbage and the proportions needed some tweaking, so I've grinded my way through each piece, up-resing and double beveling properly.