Personal
The day doesn’t end at 5pm
A small list of non-commissioned works, often done simply as a test of skills and experimentation with new technologies and systems.
The day doesn’t end at 5pm
A small list of non-commissioned works, often done simply as a test of skills and experimentation with new technologies and systems.
A hand sculpted modkit to create a lowering income urban environment, purposefully created in a stylized “off kilter” language to emulate the visuals often seen in stop motion films.
All textures sculpted and painted inside of zbrush, made tileable in photoshop. Modeled in maya, then after snapping effectively, assets skewed for artistic expression.
An art challenge, where the entire kit had to utilize only 3 textures with a maximum resolution of all three combined being 2048x2048. Each asset could have no more than one material and within the material the end user needed to have the ability to change some form of parameter.
The kit uses only one material, and the emissive/ lights, the paint stripes (both color and placement), and the main diffuse can all be changed in a material instance.
Part of my thesis, this scene ran well above frame rate within a mostly interactive space. Alongside the visible art elements, the drawers open, windows slide, fan rotates, and a system of gates allow the player the “joy” of step by step making a pot of coffee. Using the power of procedural PBR materials workflows, the scenes and assets uses very few one-to-one textures, made mostly from master materials and material instances.
Modeled exterior scenes, authored PBR materials inside of 3DS max, and rendered scenes using Vray.
Trees and car assets purchased from turbo squid to save time.