Character design and modeling in Maya using NURBS, as well as hard modeling (non-organic forms). My target is modeling and designing for videogames and films. My models are built specifically for easy conversion to polygons for games requirements and kept as evenly paramaterized as possible, without using any trims or fillets except to begin surfaces which will be later tweaked to match paramaterization of tangent patches. I primarily design realistically proportioned humanoid figures complete with outfits and clothing.