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.
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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.
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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
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These turntables showcase the modeling and look development work I contributed to the project.
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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.
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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
City Hall Kitbashing
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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
Street Buildings Kitbashing
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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.
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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.
