Art + Design Sophomore Studio
Showcase Project
Horror Clown Character Rigging
April 2025
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Blender
Adobe Substance Painter
Clip Studio Paint
Meshy AI
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This project involved creating a fully rigged, animation-ready 3D character based on an older design I made of a creepy rubber clown costume mascot. I started by uploading several of my original sketches into an image-to-3D conversion program. While the results were rough, they provided a useful base to sculpt from. I retopologized the mesh in Blender, refined the form, and manually rebuilt it as a low-resolution model suitable for animation.
Once the model was finalized, I baked the high-res details onto the low-res mesh and textured the character in Substance Painter to achieve the final visual look. Using Blender’s built-in rigging tools, I created a clean, functional rig that allows the character to be animated in a potential short film animation.
Additional Projects
AR Hat Scan Filter
January 2025
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Clip Studio Paint
Blender
Lens Studio
Reality Capture
Cardboard
Clay
Fabric Paint
Metal Wire
Ethernet Cable
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This multi staged project began with creating an artistic piece that could be worn on the face or head that represented my culture or community. In this projects case I wanted to showcase the many mediums through which I spend time with others, like animals, horror movies, and fixing technology. Then using Reality Capture, the hat was scanned and turned into a digital asset that could then be used as an AR mask filter.
Plant Parenthood VR Experience
March 2025
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Blender
Adobe Substance Painter
Unity
Dev OPs
Visual Studio
Sims
Polyhaven
Sketch Fab
Procreate
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Plant Parenthood is a narrative VR experience that follows a child’s perspective across five birthdays in a 1950s living room. At the center of each scene are two whimsical, dancing plants that represent stand-ins for the love the main character wishes to see between their parents. As the years pass, the house subtly transforms, reflecting the emotional decay of the family, with the story culminating in a moment of loss and destruction.
I animated the dancing plants to reflect their love for each other through smooth, synchronized movements that brought warmth to each scene. On the technical side, I programmed the interactive structure of the experience, triggering each of the five scenes when the player enters the room and progresses by opening the next door. Additionally, I performed the voice of the father character and helped fine-tune the script during our recording session.