Environments and Models
A collection of works done over the last few years both working in realtime with Unity and Unreal as well as rendered stuff using Arnold and Renderman. I have a strong passion for the creation of environments and hard surface objects.
Forgotten Station - UE4
An old train station built in the early 1900’s named Bull Creek has been left abandoned after a mysterious incident. This was my first time delving into the Unreal Engine 4, I really enjoyed the process. I spent some time getting to know the material editor and used some blueprints to increase the speed of my workflow. Modeled in Maya, textured in Substance Painter, and used additional textures and foliage from Megascans.
Production Time: 10 weeks
References:
King Street Station in Seattle, WA and Reno, NV Amtrak stations acted as main references for the style of the environment I was going for. I really like the visual appeal of King Street Station and the unique trench style of Reno Station.
Guild Tug Carrier
This is a recreation of space ship by Chris Foss. It was one of the concept pieces done for the original Dune movie. There is a ton of great art that came from Jodorowsky's Dune and the documentary helps to depict more of what the movie could have been. All the wonderful art made we want to further that vision.
Tools: Maya, Substance Painter, Photoshop, Renderman
Production Time: 2 weeks
Below are the references I used for the creation of the Guild Tug as well as is a close up of the additional ships in the shot. I used the painting by Chris Foss titled Guild Tug and an additional concept by Cosimo Galluzzi for the small ships.
Stryker M1128
This was a recreation of Stryker M1128 MGS (Mobile Gun System).
Tools: Maya, Substance Painter, Photoshop, Renderman
Production Time: 3 weeks
Oldsmobile 442
Model and Render of an 1972 Oldsmobile 442
Tools: Maya, Substance Painter, Photoshop, Renderman
Production Time: 4 weeks
Pennsylvania Station Great Hall
This is a recreation of the old Pennsylvania Station located in New York City. It was unfortunately torn down in 1963. I created this based on pictures of the place as it exists from around the 1920's. Both of these are still work in progress.
Tools: Maya, Substance Painter
Production Time: 2 weeks
Pennsylvania Station Platform
Tools: Maya, Renderman, Substance Painter
Production Time: 1 weeks
Research & Reference
Below is a collection of my visual research into Neoclassical Train Stations as well as the original roman baths that inspired the train stations themselves. It is curated into a collection of page based on different people and places.
Contact - The Beginning
Something is coming - It isn't human. What it is and why we are receiving the signal is still unknown. There will be consequences that is for sure but what they are and the effects on humanity are still unknown.
Tools: Maya, Substance Painter, Arnold, Megascans
Production Time: 5 weeks
Reference - Very Large Array (VLA) Telescopes - Socorro, New Mexico
Position: Design Lead / 3D Environment Artist
Role: Team Management, World Building, Modeling, Level Design
Tools: Maya, Unity, zBrush, xNormal, Photoshop, NDO
Production Time: 7 Months
Everend is an exploration puzzle game where you play as an owl who has been swept away from their family and left stranded and alone underground. Everend was developed by a team of 12 new to the game industry. Download the game now at thatowlgame.com.
My core development responsibilities were Environment Art, World Art, Level design development, Unity Game Engine workflow, and the creation low poly version of assets and final bakes. Below is a collection of different parts of the game environment I worked on.
Blade Runner 2049 - Lighting Study
I really enjoyed the work of Roger Deakins on Blade Runner 2049. I wanted to try to emulate it as best as possible as well as add my own twist on the lighting as well.
Sci-Fi City Matrix
This project was an early experimentation with using MEL scripting in Maya. I created a script that allows you to create complex lattice structures by extruding cubes. The final images were rendered with Renderman. You can download the script here. As well as see additional breakdown here.
Moss Generation - Secondary Geometry
This project displays the usage of Pixar's custom MEL procedures to create additional geometry at render time. This allows for a lighter scene file since the geometry is not in the scene. It also creates a custom UI within Maya to enable artists to easily use. All of the vegetation in the following scene was created using these scripts.
As of right now it uses the the vertexes to spawn the secondary geometry. I wanted to have more control over the positioning of the secondary geometry but was not able to find an easy way to create density maps on poly surfaces. A solution to this was to check the Y axis of the normal at each vert. This allowed me to create a slider that could decided the Y normal angle at which it would cull the objects as well as use jitter & percentage geometry.
10 Hour Challenges
These are a collection of short single day projects I did to challenge my self to concept and produce quickly. Each project was based on single phrase. I then gave myself unlimited amount of time to sketch, concept, and research reference for the idea but as soon as I opened up Maya I had 10 hour countdown.
Not all of them turned out as great as I would like but it was a great learning experience to see what I could get down in a single day from concept to completion. Below are them shown in the order of completion.
This one started as a planet building factory and quite quickly I pulled back the scale.
Phrase: A Little Planet
Time: 10 hours
I used the board game Takenoko as the reference for this image.
Phrase: The Board Game of Life
Time: 10 hours
This project is based on the short story Loophole by Arthur C Clarke.
This is the moment before the teleport the bomb to mars and wipe out a species.
Phrase: Read Between the Lines
Time: 8 hours
For this one I thought of it as the exterior of the first image and to see the impact of what such a place might do. I also spent some time on a night version of the image but was not able to get it done within the time frame and so stuck with the day shot
Phrase: Water, Water Everywhere and Not a Drop to Drink
Time: 10 hours
Inspired by film noir and trying to tell a story with very little.
Phrase: Desperate Hallway
Time: 3 hours
Plan to do more with the shanty town in the front and of course lots of texturing and lighting.
Phrase: Dystopia
Time: 10 hours
The first discovery of extra terrestrial life will hopefully bring the best for humanity, a gift from a telescope to a species.
Phrase: The Gift from a Flower to a Garden
Time: 8 hours
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