3D Portfolio

The Blender Logo

Here I display my progress thorought the years, having started in 2022 with bad beginnings in making custom assets for the game Beat Saber, ending up now with a burning passion for it, and wanting to pursue this in my career. Hopefully to end up in game development, or in movie making.

I've always tried to get into character making but I can never seem to get my bearings with sculpting or the general process. Hoping to get into college for this one.

I do have general rigging knowledge. It's not great, but it lets me get through and do things like adding custom characters in games or animate some things.

My skills, in a Rimworld-style, look something like the following;

Modeling9
Sculpting1
Rigging2
Animating3
Texturing/UV Mapping0
Shading5
Compositing2
Geometry Nodes0
Environment Design2

2026

"Divershoot"

Status:Completed
Date:2026-08-10
Renderer:Cycles
Framerate:30fps
Polycount:44,706 Vertices
Assets:Ripped + Handmade

"Divershoot"

An animation in the spirit of Helldivers 2, I have actually started this one back in 2025 but lost motivation for a WHILE, finished it in 2026 by adding a LOT more detail to it. The character model is ripped from the game, the rest is my creation.

It was originally based on this gif of the avengers War Machine, in a Helldivers Discord server, someone said they'd like someone to animate this but with a Helldiver. So I did!

"what"

Status:Completed
Date:2026-08-08
Renderer:Cycles
Framerate:24fps
Polycount:3,777 Vertices🛈Much higher if you include the geometry nodes.
Assets:Handmade

"what"

I am admittedly at a bit of a loss for words for this one. I was severely bored out of my mind, I had unsuccessfully been trying to get a job for 6 months at this point, didn't really know what to do with myself. I just sat down and made this. I do not know what it is. I cannot explain it's existence. But it is there and I made it. The grain filter is intended, if it looks artifacted, your browser does not support h.265.

The entire project is MUCH larger than 3.7k vertices, but alot of these are generated via geometry nodes. I have not included them here.

The song is Cherry Blue by Oneohtrix Point Never

"Free Will"

Status:Completed
Date:2026-05-21
Renderer:Cycles
Framerate:24fps
Polycount:172 Vertices🛈Without the normal map, this is 161,476 vertices
Assets:Handmade

"Free Will"

I was bored one day. And then the idea of a popcorn bag watching you cook in the microwave showed up in my mind. I simply remembered I have free will and do not have to conform to any type of typical animation. I can make what pleases even if it's nonsensical.

The microwave model is needlessly made with a normal map. It was more so a baking test for me. Without it, the full project is actually 161,476 vertices large.

The render at first uses generic Cycles rendering, when the microwave start, I have absolutely botched the amount of render cycles while keeping denoising on, this gives it a sort of melty feeling. Some people have thought it was AI.

Hellbomb Explosion Test

Status:Indefinitely Postponed
Date:2026-04-03
Renderer:Cycles
Framerate:30fps
Polycount:18,526 Vertices
Assets:Ripped + Handmade

Hellbomb Explosion Test

I wanted to test making explosions once again for a future project. Said future project was gonna be a short animation of the dissident citizens waking up to the sounds of a hellbomb being armed, looking out the window, then camera angle to the outside of the building blowing up.

This project unfortunately never came to light, however it was reused for Divershoot later on. The model and animations are ripped from Helldivers 2. The explosion is handmade.

2025

"Creator"

Status:Abandonned
Date:2025-06-01
Renderer:Eevee
Framerate:N/A
Polycount:68,924 Vertices
Assets:Ripped + Handmade

"Creator"

This was originally meant to be an animation based off the song Creator from Lena Reine/Minecraft, the start of the song is chill, player going through the mines, then the flutes kick in, I was gonna have player discover the Trial Chambers, then when the guitar drops, having the monster spawners activate and then a fight scene ensues.

However, I did the first 2 scenes, with no prior human animation experience. Then gave up due to how complicated it was to even just animate a walk cycle. Especially since I was too broke for Mocap equipment

The render looks incomplete because the original textures are lost to time.

"Bulb"

Status:Completed
Date:2025-04-16
Renderer:Cycles
Framerate:24fps
Polycount:9,209 Vertices
Assets:Handmade

"Bulb"

I saw a really dumb meme, I can't find it anymore. A bunch of neons falling out of their sockets and making an obviously very loud glass sound when hitting the floor. I wanted to replicate it in Blender using cell fracture

I almost regret not adding some form of camera filter to this one in post production as the whole goal was also to give it a sort of realistic feeling by having a lower resolution (720p) and bitrate to simulate an old security camera.

Switch PKMN Background

Status:Completed
Date:2025-04-03
Renderer:Eevee
Framerate:N/A
Polycount:9,094 Vertices
Assets:Handmade

Switch PKMN Background

I have a modded Nintendo Switch, I had a custom theme for it but in the settings menu, it looked super JPEG artifacted and ugly. So what was my most logical solution? Remake the entire backgroud in blender of course! Here is what it looks like:

2024

Dog

Status:Abandonned
Date:2024-09-12
Renderer:Workbench
Framerate:N/A
Polycount:37,813 Vertices
Assets:Handmade

Dog

I wanted to try getting into sculpting. I didn't have any prior skills. I took a few pictures of my dog, Brak. Got to work, this is the end result. It does not feature the body, unfortunately.

Rest in peace my good old pooch,

Flower

Status:Completed
Date:2024-08-29
Renderer:Workbench
Framerate:N/A
Polycount:2,644 Vertices
Assets:Handmade

Flower

This was a test of the grease pencil. No more no less.

"DragonBoop"

Status:Completed
Date:2024-07-22
Renderer:Cycles
Framerate:30fps
Polycount:157,037 Vertices
Assets:Ripped + Handmade

"DragonBoop"

After the 2024 Integrator Project, I reused the golem character in addition to another character from the same game to make this silly thing. The dragon's voice is from foxes. The boop isn't my voice either. The explosion in the video was very primitive, but it was the method I knew to do it.

Yes the golem is twitching. There is a later version with this fixed but it is lost to time.

2024 Integration Project

Status:Completed
Date:2024-05-17
Renderer:Cycles & Eevee
Framerate:25fps
Polycount:180,117 Vertices🛈This does not include my friend's side of the project. I do not have his files anymore.
Assets:Ripped + Handmade

2024 Integration Project

The second one, this time me and my partner both started on our own but decided to join together a bit after. The start and end of the video are his part (though i worked on the TV), the entire rest is mine.

The animation is very amateur, but at the time it was great for me. And honestly. I still think it's not too bad for someone who's first big animation project this was. I had the best thing of the class and the teacher was very proud of me, saying I was outstanding.

The golem is ripped from a game but everything else is handmade.

Egg

Status:Unknown
Date:2024-03-18
Renderer:N/A
Framerate:N/A
Polycount:7,936 Vertices
Assets:Handmade

Egg

Not too important, not too unimportant.

Normal Map Baking Test

Status:Completed
Date:2024-02-22
Renderer:Cycles
Framerate:N/A
Polycount:8 Vertices🛈This uses a normal map. The hi-poly version is 72,626 vertices
Assets:Handmade

Normal Map Baking Test

This was simply a test to try to understand how to bake and work using a normal map. I made a very high poly model at first. (72,626 vertices), then baked the normal map, I got this as a result. A decent looking computer with 8 vertices, and computationally cheap.

"Devils eye"

Status:Unknown
Date:2024-02-18
Renderer:Eevee
Framerate:N/A
Polycount:251,801 Vertices
Assets:Handmade

"Devils eye"

I do not remember this much. I do not remember the point of it. I believe it was simply a moment of boredom in class, zoning out and spawning this into existence.

The bulk of it is made with a world shader. All of the vertices come from a very large grid I shaped with magnet editing.

"Saturn"

Status:Completed
Date:2024-02-14
Renderer:Cycles
Framerate:24fps
Polycount:13,800 Vertices
Assets:Handmade

"Saturn"

Cell fracture testing, alongside just more intensive particle generation. Not too impressive but I am pretty proud of it for back then.

You've reached the end!