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Asteroid Junction Sword
The Asteroid Junction Sword project was a 3D modeling exercise created in Blender that focused on hard-surface modeling, shape design, and prop creation. I designed and modeled a futuristic sword while practicing clean topology, proportion, and detailing techniques. This project helped strengthen my 3D asset creation skills and expanded my experience in creating game-ready environmental props.
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Refrigerator Clock
The Refrigerator Clock (Not Just a Clock) project was a creative 3D modeling exercise in Blender that transformed an everyday household object into a unique and imaginative design. By combining the functionality of a clock with the appearance of a refrigerator, I explored shape design, modeling techniques, and visual storytelling. This project strengthened my skills in hard-surface modeling, detailing, and creating stylized props with personality.
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Optimist Colonist
The Optimist Colonist project was a character-focused 3D modeling exercise created in Blender as a part of Asteroid Junction. The goal of this project was to design and model a futuristic space colonist with a positive and adventurous spirit while practicing character design, modeling, and detailing techniques. The Optimist Colonist assignment helped strengthen my understanding of character creation, proportions, and storytelling through 3D art.
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Seat or Table
The Seat or Table project was a 3D modeling exercise in Blender that focused on creating a functional environmental prop for Asteroid Junction. By designing and modeling a versatile piece of futuristic furniture, I practiced hard-surface modeling, proportion, and structural design. This project helped improve my ability to create believable assets that contribute to the visual storytelling and world-building of a larger environment.
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Apple
The Apple project was a foundational 3D modeling exercise in Blender focused on recreating a simple organic object with accurate shape, proportions, and surface detail. Through this project, I practiced modeling techniques, object refinement, and attention to form while developing a stronger understanding of 3D workflows. This exercise helped build essential skills for creating more complex models and assets.
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Toothbrush
The Toothbrush project was a 3D modeling exercise in Blender that focused on recreating a common everyday object with attention to detail, scale, and functionality. By modeling the handle, bristles, and overall form, I practiced precision modeling, clean topology, and object refinement techniques. This project helped strengthen my understanding of creating realistic props and improving accuracy in 3D asset development.
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Moonrock
The Moonrock project was a 3D modeling exercise in Blender created for Asteroid Junction. The goal was to design and sculpt a realistic lunar rock formation while exploring shape variation, surface detail, and environmental asset creation. This project helped strengthen my skills in organic modeling, texturing concepts, and creating natural elements that enhance the realism of a larger 3D environment.
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Giant Piranha Plant (Tree)
The Giant Piranha Plant (Tree) project was a creative 3D modeling exercise in Blender that combined organic environment design with fantasy-inspired world-building. Created for Asteroid Junction, this oversized plant-like structure explored shape language, scale, and visual storytelling while practicing organic modeling techniques. The project helped strengthen my skills in creating imaginative environmental assets that add personality and depth to a 3D scene.
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Barrel
The Barrel project was a 3D modeling exercise in Blender focused on creating a detailed environmental prop commonly used in games and animated scenes. Through this project, I practiced hard-surface modeling, object proportions, and surface detailing while learning how small assets contribute to world-building. The experience helped strengthen my ability to create functional, game-ready props that enhance the realism and visual appeal of a 3D environment.
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Moon Rover
The Moon Rover project was a 3D modeling exercise in Blender that focused on designing and creating a futuristic exploration vehicle for Asteroid Junction. I modeled the rover while practicing hard-surface modeling, mechanical detailing, and proportion. This project helped strengthen my skills in vehicle design and creating functional assets that support storytelling within a sci-fi environment.
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Lamppost
The Lamppost project was a 3D modeling exercise in Blender created for Asteroid Junction. The goal was to design a functional lighting prop that complemented the world’s sci-fi aesthetic while practicing hard-surface modeling, proportions, and structural detail. This project helped strengthen my ability to create environmental assets that enhance atmosphere, support world-building, and add visual interest to a larger 3D scene.
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Bounty Hunter
The Bounty Hunter project was a character-focused 3D modeling exercise in Blender created for Asteroid Junction. The goal was to design and model a futuristic bounty hunter while exploring character design, silhouette, and sci-fi storytelling. Through this project, I practiced modeling techniques, proportions, and detail work, strengthening my ability to create unique characters that contribute to a larger world and narrative.
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Elder God Spawn
The Elder God Spawn project was a creature-focused 3D modeling exercise in Blender that explored fantasy and cosmic horror-inspired character design. Created as part of a larger world-building effort, the project focused on developing a unique creature with an intimidating silhouette, organic forms, and imaginative details. Through this project, I strengthened my skills in character modeling, creature design, and visual storytelling within a fantasy sci-fi setting.
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Speed Model Character
This series of quick modeling exercises are focused on building efficiency and confidence in Blender. Using basic primitives (cubes, spheres, cylinders), I created simple everyday objects under time constraints. The goal of Speed Models was to strengthen my understanding of transforms, proportions, and clean topology while developing a faster workflow. These exercises helped me improve precision, navigation, and decision-making when modeling in a 3D environment.
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Fire Hydrant
The Fire Hydrant project was a 3D modeling exercise in Blender focused on recreating a recognizable urban prop with accurate proportions and structural details. By modeling its distinctive shape and mechanical components, I practiced hard-surface modeling, precision, and attention to detail. This project helped strengthen my ability to create realistic environmental assets commonly used in game, animation, and visual development projects.
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Super Star
The Super Star project was a 3D modeling exercise in Blender inspired by the iconic power-up from the Super Mario franchise. The goal was to recreate the character’s recognizable shape while focusing on clean topology, proportions, and stylized design. This project helped strengthen my skills in creating game-inspired assets, refining modeling techniques, and translating well-known designs into polished 3D models.
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Donut Check-In 1
The Donut Check-Ins documented my progress through a structured beginner project, inspired by industry-standard workflows. I modeled, sculpted, textured, and rendered a donut using Blender. Each check-in highlighted a different stage—base modeling, icing sculpt, materials, lighting, and final render—allowing me to refine my skills incrementally. This assignment emphasized consistency, attention to detail, and understanding the full 3D pipeline from start to finish.
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Donut Check-In 2
The Donut Check-Ins documented my progress through a structured beginner project, inspired by industry-standard workflows. I modeled, sculpted, textured, and rendered a donut using Blender. Each check-in highlighted a different stage—base modeling, icing sculpt, materials, lighting, and final render—allowing me to refine my skills incrementally. This assignment emphasized consistency, attention to detail, and understanding the full 3D pipeline from start to finish.
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Donut Check-In 3
The Donut Check-Ins documented my progress through a structured beginner project, inspired by industry-standard workflows. I modeled, sculpted, textured, and rendered a donut using Blender. Each check-in highlighted a different stage—base modeling, icing sculpt, materials, lighting, and final render—allowing me to refine my skills incrementally. This assignment emphasized consistency, attention to detail, and understanding the full 3D pipeline from start to finish.
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Topology Practice
This project teaches the basic fundamentals and key differences of good and bad topology and then applying the two into Blender. As a modeler, good topology in Blender have no unnecessary edges, faces, and/or vertices (also known as n-gons) and clean modeling. However, bad topology shows the model that it is messy and contains n-gons. It is very important to demonstrate good topology in Blender, because that is how modeling of any kind or sort of creation can become less messier and tidier.
Final Project: Three Beauty Shots of a Scene of 3D Models or a short 15-30 second Animation
For the final project, I am supposed to create three beauty shots of a scene containing my 3D models, or construct a short 15-30 animation of a speed model of my choice by adapting all of the resources and fundamentals in Blender.





















