top of page

The Daily Mobster

Modeling / LookDev / Kitbashing

The Daily Mobster is a graphic-novel project celebrating the exaggerated personalities and quirky charm of 1920s mobsters. Inspired by classic cartoon villains, Dick Tracy comics, and the stylized worlds of Rocky & Mugsy and Edward Gorey, the creator brings each character to life with a unique name, story, and visual identity.

As a 3D artist on the project, I contributed to building background assets and elevating the overall CG visual quality. My responsibilities included asset creation, environment building, kitbashing, texturing, and look development in Maya and Redshift. I focused on maintaining the project’s stylized aesthetic while ensuring that all assets were clean, modular, and easy to modify.

To meet the fast-paced production timeline, I also integrated AI-generated models, images, and textures into my workflow, to enhancing existing props, refining details, and accelerating look-dev without compromising visual consistency.

Assets Turntables

These turntables showcase the modeling and look development work I contributed to the project.

For modeling, I was responsible for fast-paced asset creation, including refining existing meshes, adding parts to better support the story, and creating custom models from scratch which can be easily modified for my client.

For texturing, I used a hybrid workflow, depending on each asset's serving purpose. Alongside standard PBR texturing in Substance Painter, I also relied heavily on procedural materials, which allowed me to save time on UVing on certain models and quickly generate flexible, reusable shaders. This approach was not only time-efficient, but also gives greater control and freedom to make adjustments for my cllient, if they want to change the anything when lighting and rendering.

Bank Vault

Modeling, Procedural Texturing

Bank Counter

Modeling, Procedural Texturing

Leo's Bike

Modeling, UV-based Texturing

Leo's Bike

Modeling, UV-based Texturing

Printing Press

Modeling, Procedural Texturing

Daily Roster

Beyond the hero printing press model, I focused on creating a cohesive materials for the entire scene. I developed detailed, procedural material sets for the architectural shell like floors, walls, and ceiling, while ensuring the wood and metal surfaces of the windows, doors, and furniture felt aged and integrated.

DailyRoster_showcase_stills_A.jpg
DailyRoster_showcase_stills_C.jpg
DailyRoster_showcase_stills_B.jpg
DailyRoster_showcase_stills_D.jpg

Street Buildings Kitbashing

Similar to the City Hall kitbash project, I designed, modeled, and developed the look of a modular street-building asset set based on the client’s drawings.

I built the environment using large repeatable building blocks, such as walls, roads, and structural modules, that can be tiled both horizontally and vertically. Each major block includes multiple variations (windows, doors, façade layouts, materials) so the client can freely rearrange or mix components depending on the scene’s needs.

The asset pack is designed to be reusable beyond the original project, allowing it to fit into future city environments or different production scenarios.
 

All building materials like brick, concrete, pavement, use fully procedural, world-projected textures. This eliminates issues like Z-fighting, UV scaling, or manual UV adjustments.

For signage, I used a trim-sheet–style texture workflow: multiple store-sign designs are packed into one texture, and UVs can be shifted to sample different variations.

Kitbashing Showcase

Building_Modular_showcase_A.jpg
Building_Modular_showcase_C.jpg
Building_Modular_showcase_D.jpg
Building_Modular_showcase_B.jpg

City Hall Kitbashing

I was responsible for the design, modeling, and shading of this asset.

The client specifically requested a kitbashed structure, allowing them to freely adjust the building’s shape in the future or reuse the modular pieces for other environments.

For texturing, I used world-projected shaders, which eliminated the need to manually unify UV scales and helped prevent tile misalignment, making the workflow faster and more flexible.

Final Building

Modular Pieces Turntable

CityHall_showcase_stills_D.jpg
CityHall_showcase_stills_A.jpg
CityHall_showcase_stills_C.jpg
CityHall_showcase_stills_B.jpg

Old Apartment

​​

Some of the background assets, such as the old bed and stove, have complex shapes and surface details that would be very time-consuming to sculpt or model from scratch. After discussing options, the client and I agreed to use AI-generated models for these pieces.

This approach saved significant time compared to scanning real objects or searching for suitable scans online, not to mention the full process of modeling, sculpting, and texturing from zero. Since these assets are not hero objects and are not intended for repeated use, they work perfectly to enhance the environment’s overall mood and atmosphere as one time-usuage.

For the wallpaper, I created additional wear and tear such as ripped sections and erosion, then layered it on top of the wall material. Please see the breakdown below.

ApartmentX_showcase_v001.0002.png
ApartmentX_showcase_v001.0003.png
ApartmentX_showcase_v001.0006.png
ApartmentX_showcase_v001.0004.png
ApartmentX_showcase_v001.0005.png

Wall Texture Showcase

Old Backstreet

​​

I was responsible for creating the wall assets, wall and floor materials, as well as integrating the window and door models from online or created by myself. Similar to the wall material I created for the Old Apartment, I combined two base materials and used a noise map to generate natural variation. This setup also allows users to easily adjust parameters for different look-dev needs. The main challenge was merging two displacement maps while accurately controlling the height differences between them.

Wall Texture A Showcase

Wall Texture B Showcase

Mansion Landing – Rock Remaster

​​​

A complete remake of the rock assets.
Below are before-and-after slides demonstrating the improvements made to the rock meshes and materials.

Rock Modeling Breakdown

Rock Shading Breakdown

- Thanks For Watching -

  • Instagram
  • LinkedIn
bottom of page