Modelling the Tesla Cybertruck





Here is where I modelled the main body of the cybertruck, I also added the UV’s and textures. The final image is the final result of the composition using an HDRI image for lighting and framing.
I enjoyed this project quite a lot because I’ve always liked to model and texture hard-surface objects. Baking normal maps and sculpting high-resolution details are processes which I’m always trying to improve on, and this project helped me recall some of those skills. Also I learned how to use the AiShadowMatte node for the first time in conjuction with an HDRI, as I was having issues using a flat image plane for composition.





Here I sculpted some surface details into a subdivided mesh in order to bake normal and height maps. I also added a grainy rubber texture to the tyres. To achieve these looks, I used a high-poly mesh from Zbrush, as well as height layers in Substance Painter to imprint the details.
Modelling a Wine Glass in Maya

We were tasked with modelling and adding textures to a wine glass created in Maya. Here we used the Revolve tool from a basic curve to create a NURBS object which I then converted to a polygonal mesh. I also modelled some “wine” to be placed inside the glass. I wanted to add some high-poly detailing so I created the UV’s and exported the low-poly model into ZBrush to add some designs and intricacies, I was also interested to see how the baked maps would look with the material. I then baked the textures inside Substance Painter and added just the normal map to the preset “Glass” inside Arnolds materials section and rendered in Maya using an HDRI image. I also created a basic table and added simple textures to have some shadows and realism.
Modelling a Lego Character in Maya



In this task we were asked to model a Lego character in Maya. We used several tools I’m very familar with, such as: extrude, curve extrude, multicut and inset edge loops, and the UV toolkit and texture application. There were some tools I learned about for the first time such as the circularize tool. I went a little bit further for this task as I brought the model into Substance Painter and began to give the character a face and some details onto his shirt, using alphas to outline the shapes and adding a small amount of hand-painted features.