Based on Metroid fan art, this piece was a part of a 10 week character sculpting project in which I sculpted based on a concept a that was not my own. Choosing a Samus re-design by Torokun on Deviantart, I sculpted and modeled this character using Zbrush and Maya respectively, and later rendered it in Pixar's Renderman.
Responsible for all 3d assets. Programs: Zbrush, Maya, Renderman, Topogun, UV Layout, Nuke
Robot - Jake Parker Concept
Originally a concept by Jake Parker, this model was an experiment for me in creating clean paneling using the topology of an object, versus a displacement map. It was also my first time creating a model entirely from another artist's unmodified concept.
Responsible for all 3d elements. Programs: Maya, Keyshot
Bose Headphones - Texturing Exercise
These headphones were created as an exercise in realistic modeling and texturing of an every-day object, set in a small, windowed scene. This same pair of headphones sits on my desk every day, so I found it to be the perfect subject to look at up close for reference. Omitting certain labels and small details, I textured the surface of the headphones as realistically as possible, as they would appear in a 'new' setting. I then reversed the exercise and redid the textures in a worn and old version, as if the headphones had been on display for years and had been subject to graffiti and vandalism.
Responsible for all 3d assets
Programs: Maya, Zbrush, Renderman
Bose Headphones - Texturing Exercise Breakdown
Carpenter Ant - Creature Sculpting and Texturing Exercise
An exercise in organic modeling, this ant and subsequent mushroom were sculpted with a slight twist on the same ideas displayed in my Bose headphone model earlier in the gallery. The overall goal being to create a 'new' version of a model followed by an 'old' version. The ant, of course, is dead in the old version here, but new life has sprouted in the form of Cordycep mushrooms emerging from it's corpse. The real challenge here was to recreate the subsurface effect of light scattering through both the ant's body and the mushrooms' stalks. For that I used three subsurface maps plugged into Renderman's SSS shader as displayed in the texture breakdown below. The hairs and mold were then rendered with Renderman's basic hair shader and the other objects were shaded using PxrDisney along with textures created in Zbrush.
Responsible for all 3d assets.
Programs used: Zbrush, Maya, Renderman
Carpenter Ant - Texturing Exercise Breakdown
Marvin - Robot Concept
Marvin is the robot lead character of my senior SCAD short, currently in development. An outdated robot from the "not-too-distant future" currently living in the "distant future". Attempting to keep his ice cream delivery job despite his unruly behavior and love of rock and roll, he'll do anything to make a delivery on time. Short film is currently in progress.
Responsible for all 3d assets. Programs: Zbrush, Renderman
Spaceship Interior - 3d Environment
This interior environment was originally modeled as a part of "The Living Room" Samsung Smart Tv advert. I ended up turning it into a bit of a personal project, working on lighting and rendering the environment in a slightly more detailed fashion than I would when rendering it for the live action short. Elements like more detailed displacement, light rays, and floating dust particles were added as practice for compositing a 3d scene.
Responsible for all 3d assets. Programs: Maya, Zbrush, Renderman
Police Cruiser - Vehicle Concept
A vehicle concept for my senior animated short film, this futuristic, cyberpunk police car was sculpted as an antagonist vehicle in the story, one of many that will chase our protagonist (Marvin) through the streets of Cave City as he attempts to make his ice cream delivery route on time. Short film currently in progress.
Responsible for all 3d assets.
Programs: Maya, Zbrush
March of the Penguins - Procedural animation
Created using only Houdini, this procedurally animated automata was based off of a real life wooden, crank automata of the same name. Bearing a similar appearance and operation to the original, my goal was to recreate the piston motion using formulaic animation rather than manually placed keyframes. In the end, the entirety of the motion was driven only by the animation of the right-hand crank and scripting.
Responsible for all 3d assets.
Programs: Houdini, Mantra
The Living Room - Live Action Commercial Short
This commercial short by Will Simmons was shot as a promotional ad for Samsung Smart Tv. The story depicted a family entering their living room one by one, but finding it's interior transformed into various fantasy environments suited to each of their needs. The CG environments they enter were created using 2.5D and 3D methods, and composited using Nuke.
Responsible for all 3d assets. Programs: Maya, Renderman, Zbrush, Nuke
Mi-24 Hind - Modeling from Blueprints
Using blueprints as a guide, this model was made to the real-world proportional specifications of an MI-24 Hind. For efficiency's sake, only the right side of the model is complete, leaving the left side devoid of weapon attachments and many of it's panels. The final action shot was achieved with slight rigging and animation on the model, creating the turn of the propeller and bend in the blades. The composite was done using many still images in a 2.5D environment.
Responsible for all 3D assets, composited all 2D assets. Programs: Maya, Mental Ray, After Effects
Timeline - Insurgence Tank
This cg tank was modeled for the opening scene of the short film Timeline, by Mike McMullan. The scene depicts the manned tank in the not-so-distant future, engaging in battle against an enemy drone, flying overhead and shortly after shooting it down. The base shapes for the model were done by Andrew Trout; they were then handed off to me for all the detail work, smoothing, and UVing. Lastly, the textures were done by Walker Kennedy. The animation and compositing for the final short was completed by various members of the VFX and Animation team.