Character Modeling: Pookems
Software used: Autodesk Maya, Zbrush, Adobe Substance Painter, Photoshop, Procreate.
Designed in collaboration with Gabrielle Ann Thomas
Pookems is a tiny, pink, and magical unicorn from our upcoming short film, Pookems IV.
My main goal while modeling her was to keep her cute, appealing, and round from all angles while still having all the possibility she would need for an action heavy film.
A unique challenge with modeling her was that she needed to be 3 separate models, all with identical heads from the neck up. Three unique body positions that still felt on-model and accurate to her character as a whole.
Her hair is made with Maya Xgen. I utilized a technique using hand drawn cv curves to generate her hair, so that when I needed to transfer the head fur, mane, and tail to the other models, it was a quick and easy process.


Pookems Concept Drawing by Gabrielle Ann Thomas
Environment Modeling: Pookems IV Castle Set
Software used: Autodesk Maya, Zbrush, Adobe Substance Designer and Painter, Photoshop.
Thrones modeled by, and armory set textures done in collaboration with Gabrielle Ann Thomas
Responsible for all other aspects including design, modeling, texturing, and lighting.
There are nine individual sets we created for our Pookems IV short film, all located within a single castle. Due to a lack of time, I made it a priority to create assets that could be used and re-used in each of the nine sets. This also helped with cohesion and making each room feel like part of the same castle.
For colors, we stuck with red, yellow, green, brown, and cream since they're all apple colors. You might notice an apple theme throughout the castle- apple patterned banners, apple core shapes on the candle sticks, arches that have a pointed center much like the top of an apple. When envisioning the world and kingdom Pookems IV takes place in, we decided an apple themed kingdom supported the story best. Apples are both Pookems' favorite food and our kingdom's main export.
Character Modeling: Queen (And Knight)


Software used: Autodesk Maya, Zbrush, Adobe Substance Designer and Painter, Photoshop.
Responsible for Queen clothes/body model and texture, as well as patterns on knights armor.
Queen face sculpt and texture by Gabrielle Ann Thomas
Knight model and texture by Gabrielle Ann Thomas
Character Modeling: Minky

Software used: Autodesk Maya, Zbrush, Adobe Substance painter, Photoshop, Procreate.
Responsible for all aspects including design
Character Modeling: Lady Girl

Software used: Autodesk Maya, Zbrush, Adobe Substance painter, Photoshop, Procreate.
Responsible for all aspects including design
Character Modeling: Cheerie and Dearie

Software used: Zbrush, 3d Coat, Autodesk Maya, Adobe Substance Painter/Designer, Photoshop, Procreate.
Responsible for all aspects including design



Character Modeling: Peepee

Software used: Autodesk Maya, Zbrush, Adobe Substance painter, Photoshop, Procreate.
Responsible for all aspects including design


Environment Modeling: Hotel
Software used: Autodesk Maya, Adobe Substance Painter, Photoshop, Nuke, Procreate.
Responsible for all aspects including design
Character Modeling: Fisherson

Software used: Autodesk Maya, Adobe Substance painter, Photoshop, Procreate.
Responsible for all aspects including design










































