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Warthog

Project

Personal

Software

Maya | Substance Painter | Arnold | Photoshop

Date

2024

As a personal project and fan tribute, I created a fully game-ready model of the iconic Warthog vehicle from the Halo franchise. With a total tri count of 65K, this asset was built with real-time performance in mind and is suitable for use in Unreal Engine or other modern game pipelines.

This project allowed me to explore vehicle modeling at a larger scale, focusing on clean topology, modular construction, and believable wear and materials while staying true to the Warthog’s original design.

Responsibilities:
• Modeled the Halo Warthog using a high-to-low poly workflow with clean topology and optimized UVs.
• Created PBR textures to reflect military-grade materials, surface wear, and sci-fi detailing.
• Followed the full game asset pipeline: blockout, high-poly modeling, retopology, UV mapping, baking, and texturing.
• Designed the model to be rig-ready and engine-compatible for potential animation or gameplay use.

Key Achievements:
• Delivered a detailed, 65K tri Warthog vehicle optimized for real-time applications.
• Honed skills in large-scale hard-surface modeling, texturing, and sci-fi asset interpretation.
• Gained deeper experience in working with iconic IP-inspired designs in a production-style workflow.

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