Stephen Mok - 2022 to 2023
Hey everyone! Just wanted to show some personal projects that I did over the past two years. Feel free to take a look!
Kel-Tec P50 Semi-Automatic Pistol
Project Overview
Worked on it during my off-hours and whenever I had time and motivation to spare over the past year. I originally was going to follow a subd workflow but eventually transitioned to a Maya>ZBrush>Maya boolean workflow. Learned a lot about the overall process, from modelling to texturing. Worked on this for a bit too long so I'm going to call it and consider it finished.
Massive thanks to the wonderful folks in the Wardog community, particularly Simon, Gabriel, and Martino, who threatened to kick my butt if I didn't finish this gun.
The floor texture used in some of the renders was adopted from Quixel Megascans. Rubbish bin model provided by Martino DB and Yahli Mendler.
Responsibilities
Modelling, shading, lighting, and rendering.
Software Used
Autodesk Maya, Pixologic ZBrush, Substance 3D Painter, Substance 3D Designer, Marmoset Toolbag, Quixel Megascans, Adobe Photoshop.
Reign - Valorant Champions Tour 2025 Fan Branding Package
Project Overview
I was invited to partake in producing a fan branding package conceptualising the 2025 Valorant Champions Tour. The project was developed by Alexandera Marca, a motion graphics artist and producer, as her senior capstone. This capstone project reflects Valorant's commitment to inclusivity and player empathy and effectively communicates these core values through its content.
For this project, I was part of a team of four 3D artists, consisting of Poonya (Eugene) Tunkakutiya, Hari Prasath, Austin Melella, and myself. As the 3D lead, I was responsible for developing a pipeline and workflow for creating several 3D deliverables for the package. This pipeline is then followed by Eugene and Hari with my guidance and oversight to ensure the work produced by the team is consistent in quality and punctual in delivery.
Responsibilities
Lead 3D Artist
Software Used
Autodesk Maya, Pixologic ZBrush, Substance 3D Painter, Substance 3D Designer, Marmoset Toolbag 4.
Vandal Gun Skin
Based on a concept by Alex. Initial and magazine blockouts and some geometric patterns by Poonya (Eugene) Tunkakutiya; stock, grip, lower receiver blockouts, and some geometric patterns by Austin Melella; barrel, upper receiver, trigger, and mag release by me. I was also responsible for adding more detail to the blockouts by Eugene and Austin, putting the final model together, as well as making the high poly and textures.
During the 3D modelling phase, the team and I envisioned the geometric parts 'opening up' when aiming down the sights. Alex liked the idea and it carried through to fruition.
Knife Skin
Based on a concept by Alex.
When developing the concept, Alex and I juggled the idea that the insignia would glow at certain points, such as an MVP or end-of-round celebration.
Gun Buddies - Crown and Lantern
Based on concepts by Alex. Crown model and first texture pass by Poonya (Eugene) Tunkakutiya; lantern model by Hari Prasath; gem and holder by me. I was also responsible for the high-poly modelling as well as the final texture passes.
Kar98k Photogrammetry Tests (Ongoing)
Project Overview
For this project, I wanted to explore the possibility of using photogrammetry technology in order to produce high-fidelity hero assets. I used a Karabiner 98k rifle as the subject matter primarily due to its mixture of organic (wood) and hard-surface materials. This exploration was developed as a part of a larger environment in Unreal Engine.
Responsibilities
Scanning, processing, and clean-up.
Software Used
Substance 3D Sampler, Substance 3D Painter, Autodesk Maya.
Partial Breakdown
For the project, I used a Canon EOS R5 with a 25mm lens, which produced high-resolution photographs with a 45MP sensor with a 25mm lens. This set-up also used manual focus, with a shutter speed of 1/125, an aperture of f/5.6, and an ISO of 200. The photos were taken in handheld shooting form, which allowed me to walk around the set-up as opposed to turning the asset around.
You can find the full breakdown on my website.
Art Deco Lounge & Office
Project Overview
Over ten weeks, I created an environment in UE5 with various props to occupy the space; it is an art deco-inspired lounge/office on a spaceship transiting past Jupiter. It was an absolute blast going back to a real-time pipeline, using modular environments and trim sheets to build the scene.
I used a mix of personal and Quixel materials to texture my scene. There's more work to be done, but I just wanted to show everyone what I've been up to!
Responsibilities
Modelling, shading, lighting, and rendering.
Software Used
Autodesk Maya, Pixologic ZBrush, Substance 3D Painter, Substance 3D Designer, Epic Unreal Engine, Quixel Megascans, Adobe Photoshop.
Comments (0)
This project doesn't have any comments yet.