My Journey Through Art School
Art is about exploring different sides of yourself and the world around you, right? As I was graduating with a Bachelor's in Fine Arts back in 2015, I knew that 3D Art and the game industry was where I needed to be. This is a compilation of some of my favorite work as a student at Full Sail University.
Medieval Pirate Town, 1650.
Putting my latest and probably most favorite piece in my journey so far first, because I'm just that proud of it. This scene was essentially a culmination of everything I had been learning up to that point and I really go to hone my skill in a lot of areas -- especially with lighting and some vfx. Not shown in the photos is the use of vfx rain to really push the gloomy feel of the piece. I also learned a few new techniques that I will definitely be implementing into my pieces in the future.
All assets are modular and were made in Maya. Textures are completely tileable and made using Substance Designer, except for the use of decals and vert painting.
Directly inspired by Christopher Robenhorst's "Pirate Town Street at Night". I loved the composition of the original concept art and wanted to try and bring my own flavor to it and make it more of something you'd see in a video game. I would like to go back in the future and play around with lighting and other aspects to make it look even more like the reference -- such as lighting hues and stars and even add more nature-like assets for more reality.
Sony FX-300 Jackal TV/Radio, Late 1970's.
Vintage Sony Jackal Radio that was just bought in 1977 at the height of it’s popularity. A young kid in a Japanese family has gotten his grimy little hands on it and likes to use it to watch old cartoons and animes!
This is still one of the most rewarding (albeit challenging) assets I've made along my journey. Along with environments I also like to work on props. I like the technical aspects of working on hard surface assets and the ability to make something so realistic that you may not realize that it's a 3D render when you first look at it. This piece was also one of the most challenging in terms of geometry and textures. It looks easy at first glance because you think it's nothing more than a few simple pieces of geometry, but it really helped me learn more about focusing on my polycount and the most efficient ways to model.
I used a blackout > hi-res > game res pipeline in Maya, then baking down and texturing in Substance Painter. I used a ton of hand-made alphas and decals for all writing. Stickers were modeled on. Most of the indentations outside of the screens and deeper recesses were down using floating geometry on the hi-res and baking down onto the game res to help with cleaner geometry and lessen my polycount. It was my first time using floating geometry for baking and I have to say, I'm never looking back. Shown below in the 3D viewer is the top of the piece where I've modeled in a tape deck that I plan to animate in the future.
Space Station Environment
This was my first ever environment scene that I did early on in my journey using the Maya > Unreal pipeline. Everything was done with modularity in mind, and while it's certainly not perfect it really helped me realize the do's and dont's, the importance of modular asset building, and that this is the specialty I wanted to go into. Working with environments brings me such a great type of joy, due to the free reign. Being able to create any kind of scene your heart desires -- something fantastical or something more realistic -- is what attracted me to environment art in the first place.
All assets made in Maya, textured in Substance Painter, and set up in Unreal Engine 4.
Mainly inspired by Evgeny Kashin's "Space Station Bay" along with a handful of other scifi related concept art.
Scifi Flip Phone
Another hard surface prop that I'm very proud of. This time it was made with the block out to game res pipeline in mind as I did not do any baking. This was the first culmination of everything I had learned about prop modeling on my journey and I really love the way that it turned out. It's definitely a cellphone I would use.
Modeled in Maya and completely textured in Substance Painter. Screen was painted free-hand in Substance Painter as well.
Reference by the talented concept artist, Alexandra Damascin.
I'm really proud of my journey as I finish up my B.S at Full Sail University and super excited to see where my creativity takes me down the road. I can't wait to continue to hone my skill even more and learn new things I haven't tried yet. I'm glad that I am finally at a place that I feel comfortable with my work enough to share it in this contest and I hope you enjoy it!
You can find me on Arstation, my Adobe Portfolio, Sketchfab, and Linkedin. You can also email me at [email protected] if you're interested in my work or working with me! Thank you!
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