EVAN PEREZ PORTFOLIO
3D Modeling
Inkling Character Model




For this project I was tasked with making an original character model, so I took inspiration from the characters in the game series "Splatoon", and decided to model my own. The character was first blocked out and then modeled in Autodesk Maya, along with manual UV work. Next, some finer details were sculpted and texture work were done in Autodesk Mudbox. After that joints were created and skin weights were painted manually in Maya. Finally, renders done in Substance Painter.
3D Apartment
My first major modeling project in Autodesk Maya. I first started out by modeling out the environment using somewhat simple shapes and each object was manually UV'ed. Next, textures were created in Photoshop and then applied with with Maya-based materials. The model was then placed into Unity so I could do a first person virtual tour of the Apartment.
3D Liminal Spaces
​
The prompt for this project was "space". So I decided to model 3D liminal spaces in Maya, and connect them together essentially by moving a camera through each environment. This was my first time using Arnold, so I had to learn about Arnold lights and materials and all of the different properties that come with it. When it came time to render, I was crunched for time, so I was only able to render the image sequence in 540p. The total rendering time for this project was about 6 hours using 3 different Mac computers. After rendering the image sequence in Maya using the Arnold Renderer, I then edited the video together using Adobe Premiere.
3D Scanned Objects




This project was about taking random objects, scanning them using photogrammetry, and turning them into low-poly 3D models. I decided to scan some of my amiibo, which I thought would be great candidates for this task. The figures were first scanned using Polycam by taking around 100 pictures, slowly going around 360 degrees. Next the meshes were finalized using InstantMesh. UV maps were then manually created using Autodesk Maya in order to get better texture maps since the texture maps that are generated using Polycam are very messy and unusable. After that the textures were reapplied from the high-poly model onto the low-poly version created by InstantMesh using Autodesk Mudbox.