I'm a 3D model and texture artist. I also do a little bit of everything else game wise, and have a degree in Computer Engineering with a focus on C++. I've been mostly involved in the Garry's Mod/Source Engine mod community since 2005, but I've been doing small projects for various games since 2000. Besides having a full time IT job, I do freelance work - with the hopes of becoming a full-time environment artist in the future.
A weekend project that I decided to use as an opportunity to try out painting damage in zbrush, refine my cage baking techniques, and use xnormal completely for baking maps.
The design is for a semi-modular system that allows you to mix and match propulsion to payload, show here as a combo of a high damage payload with a dummy stabilizing element.
2942 Triangles, 2048x2048 UE4/PBR
3dsmax, zbrush (damaged model), xnormal, photoshop, dDo, rendered in marmoset.