Vehicles, Gliders, Weapons, etc..

Personal work, GuildWars2 weapons/backpacks, side projects, etc…

https://www.guildwars2.com/en/



Vermilion Glider/Backpack: responsible for the concept, model, & texture.

As well as the FK rigging/bone constraints, animation, material dye setup & some of the particle/texture effects

(additional FX support byhttps://www.artstation.com/heathernicolesmith).

Made for Guild Wars 2.



Vermilion Glider/Backpack: beautiful color choices by

@thy_weeping_willow @imtoocutetodie @angie_gw2 @andromeda.gw2 Instagram users

Made for Guild Wars 2.




Vermilion Glider/Backpack: beautiful color choices by

@thy_weeping_willow @imtoocutetodie @angie_gw2 @andromeda.gw2 Instagram users

Made for Guild Wars 2.


Watchwork Glider/Backpack: responsible for the concept, model, & texture. As well as the FK rigging/bone constraints, animation, material dye setup & particle/texture effects. Made for Guild Wars 2.

Watchwork Glider/Backpack: responsible for the concept, model, & texture. As well as the FK rigging/bone constraints, animation, material dye setup & particle/texture effects. Made for Guild Wars 2.

Draconic Wings (glider/backpack) - responsible for the concept, model, & texture. As well as the FK rigging/bone constraints, material setup & particle/texture effects. Made for Guild Wars 2.

Draconic Wings (glider/backpack) – responsible for the concept, model, & texture. As well as the FK rigging/bone constraints, material setup & particle/texture effects. Made for Guild Wars 2.

Draconic Wings (glider/backpack) – responsible for the concept, model, & texture. As well as the FK rigging/bone constraints, material setup & particle/texture effects. Made for Guild Wars 2.

Water Dragon Wings - (glider/backpack) – responsible for the model, & texture. As well as the FK rigging/bone constraints, material setup & particle/texture effects. Made for Guild Wars 2.

Water Dragon Wings - (glider/backpack) – responsible for the model, & texture. As well as the FK rigging/bone constraints, material setup & particle/texture effects. Made for Guild Wars 2.

Inquest Overseer Glider/Chair - responsible for the concept, model, & texture. As well as the FK rigging/bone constraints, animation, material dye setup & particle effects. Made for Guild Wars 2.

Inquest Overseer Glider/Chair - responsible for the concept, model, & texture. As well as the FK rigging/bone constraints, re-animation, material dye setup & particle effects. Made for Guild Wars 2.


Inquest Overseer Glider/Chair - responsible for the concept, model, & texture. As well as the FK rigging/bone constraints, re-animation, material dye setup & particle effects. Made for Guild Wars 2.

Inquest Overseer Glider/Chair - responsible for the concept, model, & texture. As well as the FK rigging/bone constraints, re-animation, material dye setup & particle effects. Made for Guild Wars 2.

Jade Tech Fishing Rod - responsible for processing the model and material look dev. As well as some of the FK rigging/bone constraints, animation, & base particle effects. Made for Guild Wars 2.

Jade Tech Skiff - responsible for the sculpt, model, & texture. As well as the FK rigging/bone constraints, minor animation, material dye setup & base particle effects. Made for Guild Wars 2.

Jade Tech Skiff - responsible for the sculpt, model, & texture. As well as the FK rigging/bone constraints, minor animation, material dye setup & base particle effects. Made for Guild Wars 2.

Jade Tech Skiff - responsible for the sculpt, model, & texture. As well as the FK rigging/bone constraints, minor animation, material dye setup & base particle effects. Made for Guild Wars 2.

Water Dragon Spear - responsible for the sculpt, model, & texture. As well as the FK rigging/bone constraints, animation, & particle effects. Made for Guild Wars 2.

Water Dragon Spear - responsible for the sculpt, model, & texture. As well as the FK rigging/bone constraints, animation, & particle effects. Made for Guild Wars 2.

Water Dragon Spear - responsible for the sculpt, model, & texture. As well as the FK rigging/bone constraints, animation, & particle effects. Made for Guild Wars 2.

Golden Talon Bow: responsible for the concept, model, & texture. As well as the FK rigging/bone constraints, animation, material dye setup & particle effects. Made for Guild Wars 2.

Golden Talon Bow: responsible for the concept, model, & texture. As well as the FK rigging/bone constraints, animation, material dye setup & particle effects. Made for Guild Wars 2.

Seraph Wings Backpack and Glider Combo – Testing colors & rigging. responsible for the concept, model, & texture. As well as the FK rigging/bone constraints, animation, material dye setup & particle effects. Made for Guild Wars 2.

Seraph Wings Backpack and Glider Combo – responsible for the concept, model, & texture. As well as the FK rigging/bone constraints, animation, material dye setup & particle effects. Made for Guild Wars 2.

Vermilion Greatsword: responsible for the concept, model, & texture. As well as the FK rigging/bone constraints, material setup & base particle/texture effects (additional FX support by https://www.artstation.com/heathernicolesmith ).

Made for Guild Wars 2.

Vermilion Greatsword: responsible for the concept, model, & texture. As well as the FK rigging/bone constraints, material setup & base particle/texture effects (additional FX support by https://www.artstation.com/heathernicolesmith ).

Made for Guild Wars 2.

Vermilion Feather Torch: responsible for model/texture/rig/base glow FXs (FXs team added extra fire and bird FXs). Made for Guild Wars 2.

Shiro Greatsword/Sword/BackPack: responsible for processing the model, & texture. As well as the FK rigging/bone constraints, material setup & base particle/texture effects (additional FX support by https://www.artstation.com/heathernicolesmith ).

Made for Guild Wars 2. Screenshot by @GuildJen on Instagram.


Shiro Greatsword/Sword/BackPack: responsible for processing the model, & texture. As well as the FK rigging/bone constraints, material setup & base particle/texture effects (additional FX support by https://www.artstation.com/heathernicolesmith ).

Made for Guild Wars 2. Screenshot by @GuildJen on Instagram.


Thunderhorse Staff: responsible for the concept, model, & texture. As well as the FK rigging/bone constraints, animation, material setup & some of the particle/texture effects (additional FX support by https://www.artstation.com/heathernicolesmith ).


Made for
Guild Wars 2.

Thunderhorse Staff: responsible for the concept, model, & texture. As well as the FK rigging/bone constraints, animation, material setup & some of the particle/texture effects (additional FX support by https://www.artstation.com/heathernicolesmith ).

Made for Guild Wars 2.


Nightspeaker Greatsword - responsible for the concept, model, & texture. As well as the FK rigging/bone constraints, animation, material setup & some of the particle/texture effects


Nightspeaker Greatsword - responsible for the concept, model, & texture. As well as the FK rigging/bone constraints, animation, material setup & some of the particle/texture effects

Arcane Sword/Dagger - responsible for the model, & texture. As well as the FK rigging/bone constraints, material dye setup & base particle effects.

Volcanic Backpack: responsible for the concept, model, & texture. As well as the FK rigging/bone constraints, material setup & particle/texture effects. Made for Guild Wars 2. (non-dyable version)

Shiverpeaks Hunter Glider/Backpack: responsible for the concept changes, model, & texture. As well as the FK rigging/bone constraints, animation, material dye setup & particle/texture effects.

Made for Guild Wars 2.

Shiverpeaks Hunter Glider/Backpack: responsible for the concept changes, model, & texture. As well as the FK rigging/bone constraints, animation, material dye setup & particle/texture effects.

Made for Guild Wars 2.

Skeletal Wings Glider/Backpack: responsible for the concept, model, & texture. As well as the FK rigging/bone constraints, animation, material dye setup & particle/texture effects. Made for Guild Wars 2.

Skeletal Wings Glider/Backpack: responsible for the concept, model, & texture. As well as the FK rigging/bone constraints, animation, material dye setup & particle/texture effects. Made for Guild Wars 2.

Zephyrite Sword: responsible for the concept changes, model, & texture. As well as the animation, & particle/texture effects. Made for Guild Wars 2.

Zephyrite Sword: responsible for the concept changes, model, & texture. As well as the animation, & particle/texture effects. Made for Guild Wars 2.

Wolfheart Sword & Shield: responsible for the concept, model, & texture. As well as the material setup & particle/texture effects. Made for Guild Wars 2.

Wolfheart Shield: responsible for the concept, model, & texture. As well as the material setup & particle/texture effects. Made for Guild Wars 2.

Wolfheart Sword: responsible for the concept, model, & texture. As well as the material setup & particle/texture effects. Made for Guild Wars 2.

Raven Greatsword: Testing FX – model, & texture. As well as the material setup & some of the base particle/texture effects. Made for Guild Wars 2.

Raven Greatsword: Testing FX – model, & texture. As well as the material setup & some of the base particle/texture effects. Made for Guild Wars 2.

Raven Dagger: Testing FX – responsible for the outsourcing the concept, model, & texture. As well as the material setup & some of the base particle/texture effects. Made for Guild Wars 2.

Prayer Strip Focus – responsible for the concept, model, & texture. As well as the FK rigging/bone constraints, animation, material setup & the particle/glow effects. Made for Guild Wars 2.

Prayer Strip Focus – responsible for the concept, model, & texture. As well as the FK rigging/bone constraints, animation, material setup & the particle/glow effects. Made for Guild Wars 2.

Badass Gun: Quixel, Substance Painter, Zbrush, Toolbag, Maya

Badass Gun: Quixel, Substance Painter, Zbrush, Toolbag, Maya

Badass Gun: Quixel, Substance Painter, Zbrush, Toolbag, Maya

The Cure – Substance Painter, Maya, Photoshop Made for Guild Wars 2.

Crescent Canoe - responsible for the model's processing, material look dev, dye setup, rigging, & texture modifications. As well as the particle/texture effects and concept changes. Made for Guild Wars 2.

Crescent Canoe - responsible for the model's processing, material look dev, dye setup, rigging, & texture modifications. As well as the particle/texture effects and concept changes. Made for Guild Wars 2.


Violin: used Substance Painter, Zbrush, Toolbag, Maya

Violin: used Substance Painter, Zbrush, Toolbag, Maya

Violin: used Substance Painter, Zbrush, Toolbag, Maya

Violin: Texture Sheet

Vintage Truck – Quixel study

Vintage Truck – Quixel study

Vintage Truck – Quixel study

Vespa Scooter – High Poly

Vespa Scooter – High Poly

Shotgun – Substance Painter study – based off of this concept by Sound Hunter: http://soundhunter.deviantart.com/art/Shotgun-510164444

Shotgun – Substance Painter study – Texture Sheet – based off of this concept by Sound Hunter: http://soundhunter.deviantart.com/art/Shotgun-510164444

Shotgun – Substance Painter study – based off of this concept by Sound Hunter: http://soundhunter.deviantart.com/art/Shotgun-510164444

Amarok Interceptor – Worked with Drew pace on this remodel

Drew’s portfolio: http://drewpace.blogspot.com/?m=1


Galactic Cruiser: This is a ship that I worked on with Drew Pace. Drew’s portfolio: http://drewpace.blogspot.com/?m=1

Branded Relic Glider/Backpack: responsible for the concept, model, & texture. As well as the FK rigging/bone constraints, re-animation, material dye setup & particle effects. Made for Guild Wars 2.

Branded Weapon Set - responsible for the model's processing, material look dev & texture modifications. As well as the particle/texture effects, model animations and concept changes. Made for Guild Wars 2.

Branded Weapon Set - responsible for the model's processing, material look dev & texture modifications. As well as the particle/texture effects, model animations and concept changes. Made for Guild Wars 2.

Branded Weapon Set - responsible for the model's processing, material look dev & texture modifications. As well as the particle/texture effects, model animations and concept changes. Made for Guild Wars 2.

Branded Weapon Set - responsible for the model's processing, material look dev & texture modifications. As well as the particle/texture effects, model animations and concept changes. Made for Guild Wars 2.

Branded Weapon Set - responsible for the model's processing, material look dev & texture modifications. As well as the particle/texture effects, model animations and concept changes. Made for Guild Wars 2.

Branded Weapon Set - responsible for the model's processing, material look dev & texture modifications. As well as the particle/texture effects, model animations and concept changes. Made for Guild Wars 2.

Branded Weapon Set - responsible for the model's processing, material look dev & texture modifications. As well as the particle/texture effects, model animations and concept changes. Made for Guild Wars 2.

Branded Weapon Set - responsible for the model's processing, material look dev & texture modifications. As well as the particle/texture effects, model animations and concept changes. Made for Guild Wars 2.

Branded Weapon Set - responsible for the model's processing, material look dev & texture modifications. As well as the particle/texture effects, model animations and concept changes. Made for Guild Wars 2.

Steel Lotus weapon set: responsible for the model's processing, material look dev & texture modifications. As well as the particle/texture effects and concept changes. Made for Guild Wars 2.

Darkwings weapon set: responsible for the model's processing, material look dev & texture modifications. As well as the particle/texture effects and concept changes. Made for Guild Wars 2.

Darkwings weapon set: responsible for the model's processing, material look dev & texture modifications. As well as the particle/texture effects and concept changes. Made for Guild Wars 2.

Steel Lotus weapon set: responsible for the model's processing, material look dev & texture modifications. As well as the particle/texture effects and concept changes. Made for Guild Wars 2.

Darkwings weapon set: responsible for the model's processing, material look dev & texture modifications. As well as the particle/texture effects and concept changes. Made for Guild Wars 2.

Darkwings weapon set: responsible for the model's processing, material look dev & texture modifications. As well as the particle/texture effects and concept changes. Made for Guild Wars 2.

Darkwings weapon set: responsible for the model's processing, material look dev & texture modifications. As well as the particle/texture effects and concept changes. Made for Guild Wars 2.

Darkwings weapon set: responsible for the model's processing, material look dev & texture modifications. As well as the particle/texture effects and concept changes. Made for Guild Wars 2.

Darkwings weapon set: responsible for the model's processing, material look dev & texture modifications. As well as the particle/texture effects and concept changes. Made for Guild Wars 2.

Alex's Backpack – Substance Painter, 3DCoat, Photoshop, Toolbag

Alex's Grapple Hook / Climbing Axe - Substance Painter, 3DCoat, Photoshop, Toolbag

Alex's Backpack – Substance Painter, 3DCoat, Photoshop, Toolbag

Alex's Backpack – Substance Painter, 3DCoat, Photoshop, Toolbag

Alex's Backpack – Substance Painter, 3DCoat, Photoshop, Toolbag

Rough Pirate Ship (Viz-dev Test Scene) – responsible for everything

Rough Pirate Ship (Viz-dev Test Scene) – responsible for everything

Rough Pirate Ship (Viz-dev Test Scene) – responsible for everything

Rough Pirate Ship (Viz-dev Test Scene) – responsible for everything

Rough Pirate Ship (Viz-dev Test Scene wireframe) – responsible for everything

Rough Pirate Ship (Viz-dev Test Scene) – responsible for everything

Rough Pirate Ship (Viz-dev Test Scene) – responsible for everything

Rough Pirate Ship (Viz-dev Test Scene) – responsible for everything

Rough Pirate Ship (Viz-dev Test Scene) – responsible for everything

Rough Pirate Ship (Viz-dev Test Scene) – responsible for everything

Rough Pirate Ship (Viz-dev Test Scene) – responsible for everything

Marder 2 ifv (model in progress)– Added quick background/textures for test setting

Conrad Hotel Interior Renders – Evolution Ventures – Modeling, texturing, rendering. (joint effort w small team & limited time)