PROPS
Props - Pool Pump System
Hard Surfaces, Quads, Modular
For this system model, I had to do surface-level research of the way water cycles through large, indoor pools. My main point of reference is "Y-40 The Deep Joy" pool in Italy. 
I took a modular approach to modeling these background assets. I modeled one tank, one motor, and a handful of pipe variations. Once I UV mapped, define surfaces, and exported to Substance Painter, I textured them keeping my reference boards in mind. Once the models were texture in Maya, using Hypershade, I began to arrange the props. Duplicating pipes and creating a variety of pipelines that accurately reflect the systems being conducted. 
Props - Oscilloscope
Reference, Hard Surfaces, Rendering
This is a turntable of a modern oscilloscope I modeled using reference images the actual product on Amazon. This was a study that allowed for triangles, through I would not reproduce this model with quad faces only. Below is a link to the oscilloscope I referenced, for comparison. 
Robinson Canon
Robinson Canon
Robinson Coffee Table
Robinson Coffee Table
Robinson TV
Robinson TV
Polygon house - triangles allowed
Polygon house - triangles allowed
Wireframe Model Render of backpack contraption from "Meet the Robinsons" (2007)
Wireframe Model Render of backpack contraption from "Meet the Robinsons" (2007)
Stained Glass Window Frame
Stained Glass Window Frame
Props - Polygonal and SubD models
SubD, Poly, Topology
The top three models are modeled in SubD (subdivision). This technique is useful when creating complex shapes with smooth surfaces quickly and easily. If I were modeling a vehicle meant to be rendered, for example, I would likely work in SubD. 
The bottom three are polygonal models of a house, backpack technology, and an abstract window frame. I've rendered them with their wireframes visible.
CHARACTERS
Jane - face and hair sculpts
Soft Modeling, FX
I sculpt in Autodesk Maya or Nomad Sculpt. My method calls for a base female model, and I carve out facial features using reference images I collage on Pinterest. 
Creature - Sculpt
Soft Modeling, Detail, Workflow
The most difficult areas to sculpt on this mermaid, deep-sea creature were its hands and barbels. I alternated between Maya and Nomad depending on level of detail needed. For the barbels, I may this creature's body a "live" object and molded the barbels to her. Then I brought her model into Nomad for detail variation. 
ENVIRONMENTS
Environment - "MORE" film set
Unit Systems, Hard Surfaces, Procedural
For environment modeling, I approach scenes in sections, procedurally. I modeled this environment in the order it is shown, according to storyboard. I started sculpting the tunnels, tunnel corners, tunnel supports, then the Pool Room. I use the same Unit system across my scenes which is important for keeping my project content relatively proportional.
Environment - "MORE" tunnels
Soft Modeling, UV Mapping, Texturing
For the tunnel models of this project, I referenced the inside of my vacuum hose! I wanted the walls to appear smooth and malleable, like the character could deform the walls if she were to lean on them. This style choice is Backrooms adjacent, suggesting my main character has entered the point of no return.