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Garistyn Howard | 3D Modeling, Texturing, Lookdev
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Garistyn Howard | 3D Modeling, Texturing, Lookdev

Garistyn Howard
by garistyn on 24 May 2024 for Rookie Awards 2024

This is a collection of my work from the past year at Thinktank! Thanks for taking a look at my work! Massive thanks to my supervisors, who were instrumental in guiding me throughout my time at Thinktank. Patrick Kilcher, Allen Jienfeng Li, Rusty Currier All such amazing people.

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Sarolea - Vintage Bike

I made this Motorcycle during my Third Term at Think Tank Training Center. The Motorcycle is based on a Sarolea Vintage motorcycle. My initial reference was a heavily modified version of the base bike; because of this, I decided to model the Sarolea based on three different versions of the bike, to fill in any areas that needed additional reference.

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Modeling: Maya - Zbrush

Texturing: Mari - Substance Painter

Compositing: Nuke - AfterEffects - Photoshop

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Responsible for all aspects.

Memories - Leica Camera Still life

My primary goal for this project was to dive deeper into composition and look at development while also focusing on modeling. The Leica IIif Red Dial, used by the Swedish army during WW2, became a focal point for my composition. Rendered in Vray.

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Modeling: Maya - Zbrush

Simulations: Houdini - Marvelous Designer 

Texturing: Mari - Substance Painter 

Compositing: Nuke - AfterEffects - Photoshop

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Responsible for all aspects 

Breakdown

Camera Modeling

UV Packing & Texturing

Texturing Environment

Auditions

Auditions! A 3D recreation of the amazing Szymon Biernacki work. I really love how this concept has so many different interesting characters. Each has its own unique quirk that relates back to the emotions of actors during important auditions...with the added twist of an actual monster. 

This project took a total of 4 weeks to finish. In order to meet this tight deadline it required very detailed planning and organization.

Texturing breakdown

When it came to texturing the characters, I grouped them by the materials they had. Some characters had similar materials, so I organized them that way. This simplified the texturing process a lot. Instead of working on textures for all 7 characters separately, I created a single diffuse with 7 different material types. Then, I could easily apply each material to the specific character that needed it using masks and blend materials

Thanks to everyone who took the time to look at my work for this year. It means a lot, and I appreciate it!


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