Broken Building  12,181 Polys
"Jumper: Griffins Story" for the Playstation 2 and Wii
During my time with the Spiderman:WOS (Wii) Team, I helped reduce polycounts.  I also down
res'ed and re-textured some of Shaba/Activisions Assets for the Megacity.  This includes props,
and cosmetic meshes, and vehicles.  Here are some Mega City Screen Shots.
High Rise Crime Drill-This prop originally came from Shaba/Activision's mainline.  I was given
the task to take down its poly count as well as changing the texture.
Doomsday Device-Originally from the mainline, it was used for the in-game cinematic scenes.  
I re-textured this prop and brought down its poly count.
City of Angels-City Scenes:
Software: 3dsMax2009, Zbrush/Nvidia Normal Map Filter, and Photoshop
"I created everything from scratch.  All textures are no bigger than 512x512, and are a mix of photo
manipulation and hand painted techniques.  Skys maps, smoke,  and fire effects were hand painted."
SHIPPED!
SHIPPED!
Canal Side_Venice, Italy
SHIPPED!
I worked with my architect, concept lead and various designers to create engaging
and fun-filled environments.  My main responsibilities were to create main building
structures, interiors, vista buildings, vehicles, and destructible assets.  
Please don't use any of my images without my permission.  Thanks!
The Blue Zone:
Software: 3dsMax2009, Zbrush/Nvidia Normal Map Filter, and Photoshop

"I got the idea to create this environment while walking through an auto repair shop.  It wasn't fancy at all.  
Actually it was far from it.  So I proceeded to ask myself the question, 'What would this place look if it was the
year 2034?'  From there, I got into my concepting/referencing phase.  I then brought that into greybox,
modeled it, texture it, and lit it up."
Mouse Over the
Images to see the
Wireframes!
Click to Enlarge
A Rock Study
Software: 3dsMax2009, Zbrush/Nvidia Normal Map Filter, and Photoshop

Creation:
I first started by making an offset-able mesh.  Then, I sculpted the detail starting
with smooth shapes, turning them in to a rough rocky terrain.  Breaking it up into
subtools, I brought them into 3DSMax to bake its normal map.  After that, I
quickly baked an Ambient Occlusion Map and used it as a guide line for painting
the diffuse and specular map.  The texture is offset, so in later use, it can be
repeated.  This rock study will be implemented in a current personal project that I
have been recently working on using UDK.  
A Rock Study-Low poly with Diffuse, Normal, and Specular Map (Above),  Zsculpt (below)