Modeling for 3D Printing
Creating models for 3D printing was a large part of my work as a freelancer. It was been really great to learn a new medium and to see my work in real life. I created models ready to print in both FDM and resin 3D printers. Many of the models were screen accurate prop replicas from games and movies while others were prototype models of client inventions.
Programs Used: Maya, Zbrush, Meshmixer, Substance 3D Painter
Programs Used: Maya, Zbrush, Meshmixer, Substance 3D Painter
InContext Solutions
While at InContext Solutions I worked as a 3D artist on the environment team. I assisted and led the creation of several stores in the Shopper MX platform. Store creation would start with thousands of photos taken of every inch of existing retail stores. I'd then create the interior and exterior of the store. This would include any permanent fixtures and signage as well as the surrounding parking lot and streets. This would all be placed in Unity and then populated with store fixtures and aisles. This was an excellent opportunity to learn to work in the Unity game engine and work designers and outsourcers to create a functioning store.
Programs Used: Maya, Photoshop, Unity Engine
Programs Used: Maya, Photoshop, Unity Engine
Dota 2 - Hidden Talent Item Set
I took part in the Dota 2 Polycount contest sponsored by Valve. Each character in Dota 2 has a base body that is covered in interchangeable items. The goal of the contest was to pick a character and remake those items to your liking while still staying true to the character and its overall theme. Each mesh had to have a low poly version for preview before match and an LOD version for use in the game. All item submissions had to meet strict tri count and resolution limits. This pushed the need for simple shapes and as much UV stacking as possible. Each item required a Diffuse, Normal, and two four channel Pack Masks. The pack masks are used by the engine to determine spec, light, transparency, and emissive settings. Overall it was a great experience and I learned a lot. I used Maya, ZBrush, Photoshop and Marmoset Toolbag to complete the contest entry. Below are links to my WIP thread and Steam Workshop collection:
Even though I was not one of the ten winners of the contest my entry on the Steam Workshop received enough votes that Valve put it into the game. It was chosen to be the first and so far only set for the Silencer available in the game.
Programs Used: Maya, Zbrush, Photoshop, Marmoset Toolbag, NDO, xNormal, Crazybump, Dota Test
Even though I was not one of the ten winners of the contest my entry on the Steam Workshop received enough votes that Valve put it into the game. It was chosen to be the first and so far only set for the Silencer available in the game.
Programs Used: Maya, Zbrush, Photoshop, Marmoset Toolbag, NDO, xNormal, Crazybump, Dota Test
Injustice: Gods Among Us
For a large portion of my time at NetherRealm I worked on Injustice. When I started on the project I worked on assets for the Metropolis level. This included making high poly versions of the mesh to bake into normal maps and occlusions, creating a low poly version, texturing it in Photoshop, and setting up the asset within a UDK package. The four images below are examples but many more never made it into the game due to the level being remade from the ground up. As the project progressed I created damage meshes that are then rigged and animated by other members of the team. Much of the time I was the only artist working on damage meshes for any given level so I learned to work quickly and produce great results the first time around. The rest of the Injustice images below showcase the the biggest damage meshes I worked on. I did a large amount of the damage work for Arkham, Ferris, Atlantis, upper Themyscira, inner Hall of Justice, outer Striker's Island, and Watchtower. I produced damage meshes in nearly all the maps but those were my greatest contributions.
Programs Used: Maya, Zbrush, Photoshop, Marmoset Toolbag, NDO, xNormal, Crazybump, Unreal Engine
Programs Used: Maya, Zbrush, Photoshop, Marmoset Toolbag, NDO, xNormal, Crazybump, Unreal Engine
Batman Arkham City: Lockdown
For this Netherrealm project I created several custom assets. Much of the time was spent reworking existing Arkham City assets to perform properly on iOS devices. This included optimizing meshes, redoing lightmap UVs, combining like meshes and textures, using existing textures to create custom meshes (and vice-versa), creating and trouble shooting mobile material networks, and placing those assets within UDK. For the sewer and Furnace levels in particular, I did a large amount of work on the walls and floors creating custom modular meshes and textures. Later in the project I was in charge of laying out all assets for the Harley Quinn level and tasking other interns. I was given a rough BSP blockout of the level and was tasked with collecting Arkham City assets and populating the level with them. Once the initial populating was done I tasked the other interns with optimizing and combining those meshes. This gave me a great opportunity to work with senior artists and the design team.
Programs Used: Maya, Zbrush, Photoshop, Marmoset Toolbag, NDO, xNormal, Crazybump, Unreal Engine
Programs Used: Maya, Zbrush, Photoshop, Marmoset Toolbag, NDO, xNormal, Crazybump, Unreal Engine
Deep Space Adventure - The Searcher
While at the Adler Planetarium I did a large amount of work in 3ds Max modeling and texture assets. The larges project I worked on was the virtual Adler. The base model had been completed when i got there. This was the outer walls and the major floor layouts as they were in the original AutoCAD files. From there I modeled eighty percent of the display cases and objects on display in the Adler at the time. The other twenty percent was modeled by a coworker that I tasked on the project. Once the meshes were done I created the hologram animated shader shown above in 3ds Max. From there I animated several camera passes to be used in various promotional videos and in the film itself. While at the Adler I created many procedural shaders to be used on various assets in the film. I also animated several cameras and assets within different shots. Toward the end of the project I helped with the After Effects post process work.