Xbox 360 screenshots of "Monster Marsh" (aka Swamp Level). Additional art by Daniel Ikeda, Laurie Franks, and Carson Urz. Lighting by Mike Teperson.
Xbox 360 screenshots of "Drill-X's Big Rig" (aka Drill Level). Additional art by Winston Chen and Daniel Ikeda.
Xbox 360 screenshots of "Secret Vault of Secrets" (aka Giant Robot Level).
Wii screenshots of "Empire of Ice" (aka the Ice Level). This was originally built by Josh Lindeman, but half way through the project, the design changed and it turned into a snow and ice level.
Wii screenshot of "Icicle Isle" (aka PVP Ice Level). Originally, there was a ravine and holes that the players could fall through, but the designers decided to seal that up and make the floor one solid piece.
Wii screenshots of the "Goo Factory" (aka Troll Trenches).
Xbox360 screenshots of the Penguin Jeep Chase that I modeled, UVed, and lit. Jeep model and trucks by Daniel Ikeda. Penguins by Eddy Vorachart.
Xbox360 screenshots of the Rites of Passage, Canyon Section that I modeled and UVed. Lighting by Josh Lindeman.
Xbox360 screenshots of Marty's Race that I modeled and UVed. Lighting by Josh Lindeman. Originally, monkeys and other animals were supposed to be in the stands, cheering you on. But for the sake of optimization, they got cut.
PS2 screenshots of Liberty Island and the Statue of Liberty. I modeled, mapped, and lit the island, base, and background, while Sherwin Viray modeled the statue. Textures by Kevin Evans. Additional gameplay elements and modeling by Greg Holt.
PS2 screenshots of Outer Dark Cerebro. This level was originally built by Edmund Leo, but during production, the game design changed drastically, and I took over the level. Force field effects by Adam Murguia. Concepts by Harrison Fong. Sentinel modeled by Matt Carter.
PS2 screenshots of Professor X's office that I modeled, mapped, and lit. Textures by Kevin Evans. (Not used in the game).
PS2 screenshots of the spillway for Alkali Lake that I modeled, mapped, and lit. Textures by Carlos Fuentes. Snow effects by Shawn Kawa. (Not used in the game).
3D models of the controllers for the interface.
I modeled this Optimus Prime for fun based on the Masterpiece figure that was released several years ago. Since I wanted it to be suitable for a game engine, I was aiming for around 10,000 polys. But as I kept on working, I overshot that figure by a lot. Currently, it's at 19,076.
VF-1S from Macross.
This is a head that I modeled and textured while I was learning Maya. I'm still not too happy with the hair, but I'll probably come back to that later on.
Here's the rest of the body that I modeled with the head above. Next, it's onto laying out the UVs, changing the hair, and texturing.