About3DArtTechArt Projects

Link to CV / Resume

 

The Might of the Immortals (WIP)

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Description

This is still a WIP project. The goal is to make my first cinematic style sequence with alot of VFX.

Modelled and rigged in Maya and textured in photoshop. The terrain was done in Zbrush and then decimated.
Rendered out a subdivided version of the model in several passes with Mental ray. The passes are then comped in Nuke. I work in Linear color space for correct lightning. The goal is to make a battle sequence where the immortals are under heavy fire and survive a wave of incomming bombs thanks to their deflective shields.

Specification

Click to see the wireframe and the specifications.



Textures

Diffuse, Specular and Emmsive respectively. All of the original textures are at 4096 resolution.
Top part and bottom part respectively.


Nuke composition

Passes: Diffuse, Specular, Reflection, Indirect, Emmisive, Depth, Fog, Volumetic light, AO and fluids such as the flame/smoke.

 

 

 

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Samus Aran 3D Turntable

A Turntable Viewer would be here. If you see this text, no or and old flash player is installed.
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Description

This is a high poly asset that I created in Maya, I made a base model and then kept working my way forward with supporting edges to create the subdivision model. The normal map with the damages was done by sculpting in ZBrush and baking it to a texture. I also textured the entire thing in Zbrush and then did some final tweaks in photoshop.

Rendered in Mental ray with correct gamma and a lens shader for the depth of field. The lens shader also uses a bokeh for the chromatic abberation effect that can be seen slightly at the blurred areas.


Specification

Click to see the wireframe and the specifications



Textures

Diffuse, Normal, Specular respectively. Original DIffuse is 2048, Normal is 4096 and specular is 2048.

Diffuse texture Normal texture Specular texture

 

 

 

 

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XM8 Carbine 3D Turntable

A Turntable Viewer would be here. If you see this text, no or and old flash player is installed.
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Description

This is a low poly game asset that I created in Maya. I made a base mesh first where I didn't care much about optimizing anything. I kept everything in quads so I could easily add supporting edges and subdivide it up to a high poly asset. Once the high poly asset was done I added floaters for the small details on the surface and baked them down to a normal map. The low poly asset was done by going back to the base mesh and just optimizing it down.

Textured it entirely in photoshop. I baked down color codes for specific material types such as rubber, metal and plastic and worked my way from there.

The turntable is rendered in the realtime engine "Marmorset toolbag".


Specification

Click to see the wireframe and the specifications



Textures

Diffuse, Normal, Specular respectively. Original DIffuse is 2048, Normal is 4096 and specular is 2048.

Diffuse texture Normal texture Specular texture

 

 


 


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Ferrari Enzo 3D Turntable (WIP)

A Turntable Viewer would be here. If you see this text, no or and old flash player is installed.
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Description

This is a high poly Ferrari Enzo model that I started sometime ago but never got to finish. But I still thought it was worth showing it because cars usually have quite complex shapes. It's not perfect and it's an unfinished product, I'll finish it when I have time and motivation :)

Modelled it entirely in Maya.

Specification

Click to see the wireframe and the specification