Unreal 4.7 - 2015 - Personal Project - Yashida set from Wolverine - Work in progress
Dragon door sculpted with my own custom brushes and alphas in ZBrush:
Parquet material in substance designer:

MG34 - German machine gun - 2014/2015
In-game low poly for first person view in Cryengine, 
Made with 3ds max, Photoshop, NDo2, presented in Marmoset Toolbag 2.
Model is built for complete realistic disassembly and game animation purposes,
with pivots and hierarchy all set - 14K triangles. 

High Poly - 3ds Max - rendered with mental ray

Architectural debris - 2015 - 3ds max, ZBrush, Substance software for texturing.

 Low poly:

High poly modelling of a clip-in mechanism from a Deuter backpack. 
For an insertbrush in Zbrush. Made in 3ds max. - 2015
"Operation Overlord" (Cryengine 3)
Responsible for barbed wire, road checkpoint, dead cow, fruit stand with crate & basket,
lighting and advanced time of day in CE3 (fog, color, time of day, depth of field),
diffuse, specular and normal maps as well as the shaders for those assets,
arranging terrain texture materials (with parallax occlusion mapping), terrain layers,
Lod's & collision as well as bullet impact decals according to the material. 
Presented in Cryengine 3, created with 3ds max, ZBrush, Photoshop,  xnormal
Fruit stand (Lod0 = 1764 tris, L1 = 882, L2 = 275, 1024x1024) 
Apple crate (Lod0 = 276 tris, 512x512) 
Basket  (Lod0 = 564 tris, L1 = 284, 512x512)
German road checkpoint (Lod0 = 578 tris, L1 = 326, 1024x1024 + 256x1024 + tiled detail map)
Barbed wire fortification (Lod0 = 988 tris, L1 = 394, L2 = 242, 1024x1024 + tiled detail map)

Ford Mustang - 3D Studio Max & Mental Ray - 2011