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Sunday, December 20, 2015

Tuesday, September 29, 2015

Robot Leg Study

A continuation of my robot study. I've designed the legs and base of the robot that connects the legs to the main body.

Sunday, September 13, 2015

Robot Study (Arm)

I've decided to do some design studies in order to improve my ability to produce solid ideas for production portfolio pieces  and improving my ability to fill in gaps when working from concept art. I plan to start a series of robot concepts the first being a mining scout robot which is used to evaluate asteroids and other extraterrestrial body for mineral content. So far I've worked out the arm design.

Tuesday, June 16, 2015

Speedtree UE4 Bamboo Test

I wanted to do some R and D with Speedtree and some lighting techniques in Unreal Engine 4. I wanted to see what type of results could be achieved to create interesting lighting and shadow in a forest environment. I also wanted to trying out some material ideas for vegetation in Unreal. Speedtree was used to model the grass and most of the bamboo the leaf and twigs were modeled in 3ds max. For the lighting I'm using Ray Traced Distance Field Soft Shadows, Distance Field Ambient Occlusion and Light Propagation Volumes.

Thursday, August 7, 2014

Modular Scifi Environment Blockout update

A rough color block in to lock down the color pallet and help plan out my final materials and texture sheet.

Thursday, July 24, 2014

Modular Scifi Environment Blockout update

I've modeled a few different pipes, valves, vents and pipe assemblies to help breakup the repetition of the corridor. I also made some paint color variations of the 2 scratched paint materials. Still using box mapping until I have a finished set of models.

Marmoset ToolBag2 Render (Game Engine)

Saturday, July 12, 2014

Modular Scifi Environment Blockout

I'm working on a scifi modular environment. I decided to stat blocking out the corridor to nail down the mood. I'm happy with the look and feel so I'll move on to some standard walls and turning the block out models into more functional looking objects. Most of the objects in the scene are temporarily box mapped to speed up model iteration. To speed up the texturing process I'm using separate materials, once I finalize material selections I'll make a texture sheet with only the final materials.

Texturing: Ddo, Photoshop

Real-time Renders