Friday, December 27, 2013

Substance Designer Study

Rendered in UDK
Rendered in UDK
Rendered in UDK
Generated Textures from Substance
Graph Network for Railcar
After tutorials and experiments with Substance Designer I think I have some idea of how it works. Besides having to bake the normals within Max from a high poly, the AO, diffuse, spec, world normals, and other maps were generated via Substance designer. There was a point I was going to make the leather, rust, and wood graphs by hand but saw that Substance already had graphs that were available and saved me time and pain from doing.

In hindsight I would've done a few things differently but I am eager to move on to another WIP and use Substance for that puppy. This is only Substance 3.7.1 but the ease of consolidating the majority of the texturing process into one program makes using this program for future projects appealing.

Tuesday, December 10, 2013

Railroad Handcar

Rendered in Keyshot
Took a model from the Fleeting Memory environment and gave it the Keyshot treatment. This particular model will also be the first in a series of forays into Substance Designer; figured go small first to learn the program before applying it to a whole environment.

Monday, November 25, 2013

Freelance Projects

I've been given permission to show some of the projects I've worked on and will post them below. Various 3D concept pitches to big companies and didn't want to clog up my portfolio site with. I am unable to obtain the final renders for these sets of images but these were close to the finished concepts done over a 4 day period. This project was the first time I had touched Cinema 4D and after the first hour of learning the basic layout of the UI found it to be elegant in the way it renders and will check it again in the future.

Modeled in 3DS Max, Rendered in Cinema 4D
Modeled in 3DS Max, Rendered in Cinema 4D
Modeled in 3DS Max, Rendered in Cinema 4D

Modeled in 3ds Max, Rendered in Keyshot
This last image was made for a large corporation as a concept design for a similar function to the other vending machines. I had to remove the logos and slightly change the look from what it was in the end by request.

These pieces were a bit of a challenge as I had to use inches and measure out much of my modeling with the Measure Distance to something that could realistically be found in a large department store or mall.

Sunday, November 24, 2013

Fleeting Memory Progress

Screencap from Unity3D
A small preview of the environment I have been fleshing out and experimenting with in Unity. So far I model a few props here and there each day and recently found this amazing skybox script that produced the results of the sky shown in the screen. No finalized lighting yet but this piece is to explore and push certain themes that sprang from a scene from Hayao Miyazaki's Spirited Away, some concept art of a floating house, and a song from Two Steps From Hell titled "Forgotten September."

Saturday, October 19, 2013

Bu Bot Family

Rendered in Keyshot
Based on a Jake Parker robot illustration, who by the way dig many of his robot designs, and finished modeling out today. Whenever I finish modeling the high poly of another Jake Parker robot I will return to the Bu Bots and rig then animate 'em as a side project.

Wednesday, October 16, 2013

Updates, Keyshot, and Daleks

Rendered in Keyshot
Finally, I have created an official website for my work. Now, this blog can be made into just a dump for artwork not worthy enough to be put on the portfolio, real reason is the limited space available with a free account under CarbonMade.

I'd like to take this chance to post up some experiments with Keyshot. This was the first time I've tried assigning multiple material IDs and so far has worked. Tried out several materials from the massive library and stayed in the brass metal category, with a few exceptions like rubber, frosted glass, red glass, and some steel materials.

Eventually I'll try adding textures on top of the materials to see what effects I can get. My main goal is to make models where I can utilize both the high and low poly meshes; this is causing me to be more considerate of how I model a high poly and to try making the low first, unwrap, then create a high from that. That'll be the next model though, but, the idea is there somewhere along the way.

Also, worked on this Dalek in celebration of the 50th anniversary approaching next month, love to see some old faces again.

Thursday, July 18, 2013

Doctor Who: Dalek High Poly

Modeled and rendered in 3ds Max 2012
As part of the drive to continue pushing high poly modeling I decided to choose one of my favorite villains in the Doctor Who series: a Dalek.

Sunday, July 14, 2013

High Poly Rapier

Rendered in Keyshot
Rendered in Keyshot
Made this over the weekend as a test to see how far I've come in modeling something simple and playing with the idea of 70% plain and 30% with detail.

Sunday, June 2, 2013

BlastPoints Assets
















Finally got these renders prepared and set up! These renders are assets that I created for the company Pub Games and their game, BlastPoints, which can be found in the Google Play store!

All textures provided by Pub Games and all models created by me.

Sunday, January 13, 2013

Primal Carnage Asset Dump

Rendered in Marmoset
Rendered in Marmoset
Rendered in Marmoset

Rendered in Marmoset
Rendered in Marmoset
Rendered in Marmoset
Rendered in Marmoset
Rendered in Marmoset
These assets are some of the few props I made from scratch at Lukewarm Media. Most of my time there last year was collision work and level building.