Thursday, July 13, 2017

Gears of Switch

After listening to my peers, I've been told I should be exploring foliage style environments and I'm doing that.  I've followed a foilage tutorial I got from 80lv and it's giving me some great results.  I've had this environment lying around for a while.  I lost the source maya files when my hard drive was wiped, so i re-exported everything from unreal into maya, and now I'm getting the ball rolling with this once again.


Friday, June 16, 2017


Failed an art test today.  I can't tell how well I'm doing now.  Just a no-bueno moment of my life.  I've started fleshing out some of the Gothic scene that I've been working on.  There is some motivation coming out of this failure.  I'n the past two weeks or so I've been carving out Church assets for ZBrush use.

Tuesday, May 23, 2017


Diving into Marvelous designer!  More time will be spent learning this great tool, but hell yeah, Marvelous Designer is awesome

Sunday, May 21, 2017


I started this scene way back in august/september of last year, and didn't touch it since.  Most of what was needed was materials and lighting, and now, I'm going to do that.  Working on an ArchViz style scene will take some time and tweaks, but it will open up more avenues for me to learn from.  Here are some screens of my latest work

Thursday, May 11, 2017

RG6 Grenade Launcher 95 percent there

I'm feeling good about this model.  It's been a nightmare trying to bake it.  I tried using the mesh name in Substance Painter, but it seems that feature isn't working in my version.  I even tested it with cubes and it didn't work.  Finally, I tried Toolbag 3 and ho ho ho this was actually impressive.  The control on baking feels great and I can see it right away.  I'm willing to try more weapons now that I've learned from this fuck up baking.  I stayed away from Substance and stuck with Quixel for this one.  I'm going to sit on this overnight and decide if I want to change anything else

Saturday, May 6, 2017

RG-6 Grenade Launcher WIP

A grenade launcher I've been working on this week.  I want to get in the habit of making weapons and I'm feeling good about this modeling so far.  Tomorrow, lets see if I can start a bit on the high-poly, and maybe, get a nice unwrap.  

Wednesday, May 3, 2017

Arid Rocks

I'm making a set of arid rocks to accelerate hard surface in organic.  I took each rock and duplicated them around.  I want to add more poly's to the bottom one.

I'm on the dry end of coming up with a scene that can excite me.  One idea I had was redoing an environment I did in college. Maybe after a 3D Artist contract I should do that.  

Wednesday, April 26, 2017

Keepin it freshhh

I took a bit of a break to wind into a new scene for my portfolio.  Meanwhile, I finished watching Jacob Norris's tutorial and gave it a crack.  Might need to do some more touching with the gloss map, but its a good piece thus far.  

Two week ago, I was interviewing with Bioware for a Prop Artist position.  Unforutnatly, I did not suceed at the art test.  It really stung after spending a whole weekend doing the work at time, only to screw up like that.  With that said, I know that I can make noteworthy contents, but I need to get much faster.  Moving forward, I need to work with that in mind.  That, or hope to god NetherRealm will take me in as a Prop Artist.

Friday, March 31, 2017

Comparison Shots

I've done enough with this scene today.  Here are stills from two lighting scenes I'll be iterating on.  Because who doesn't love contrast? 

Day n Nite

Created a night scene w/lighting for this scene.  More particles were added in and I'm seeing this reaching an end point.  I sampled colors from scenes in Bladerunner and The Limey, since I was suggested to look at movie's for their composition and colors.  I'll post again later tonight to better assess myself.

Thursday, March 30, 2017

FX/Lighting Pass Again

I got one critique on my environment from 10K, but I took his composition and edge comments and worked them in.  I also did a lighting pass that yielded a way better result.  I hope to have this environment done by Monday next week.

Monday, March 27, 2017

Huehuehue changes

Played with lighting and got this wonderful warmth.  I also created a particle system for falling leaves that are coming into the setting, but they keep popping in.  I should make the alpha on it go from 0-1 over life.  I also replaced the lights and started some moss blending on the concrete pieces

Wednesday, March 22, 2017

Small but rewarding results

I remember making my floor hatches with the ability to open up, so I made a variation of the mesh that has the hatches opened.  I played with some post process and made the sky just a plane for sunlight.  More decals and other values were tinkered with to reach this point

Tuesday, March 21, 2017

Two Days left! Go go go go go go go

Feeling great this week while working on my scene! Placed a volumetric lightbeam, created another Ivy Card set, tweaked lighting, and started small concrete chunks that will be littering the floor.