Monday, December 19, 2016

A Thousand Words

I recently bought a large (ish) format printer and have been printing some of my photos from it.  I developed these in black and white--as I feel it looks better up on the walls. A few people have asked me to post some of my photos; here are a few of the test exports from lightroom that I did before prepping the finals for print...

















Friday, December 16, 2016

Going Virtual

I've now a few projects under my belt at Deluxe VR--both in the 360 video world and (more importantly) in UE4.

http://time.com/4586598/life-vr-pearl-harbor/

https://www.viveport.com/apps/987f821a-346f-4fa3-b101-e44bb6b6ed2c

The sled ride:

https://samsungvr.com/view/RBScwMpLDma

http://www.zimbio.com/pictures/XpCG23SRW3y/Night+Before+Samsung+VR+Experience+Grove/Tix06BJBeqx

In what limited free time remains to me, I've been playing around with the IRay integration in substance painter--and so far the results are pretty nice looking:











I expect I'll get around to publishing a lookdev turntable when I render one.

Thursday, November 17, 2016

A thing with Substance

I've been using Allegorithmic Substance Designer for a good while now--but I haven't yet put up any of my work. Depending on the job I either use it in conjunction with Mari (as on Star Trek: Beyond) or I use it almost exclusively on its own.  Below are a few examples of some of my substance work.  On a side note the herringbone floor uses some of Josh Lynch's techniques.  All of the materials below are completely procedural.





The below detail pattern texture is meant to be used in conjunction with the above wallpaper texture. 


 A few variations on bricks...




Some wood.





Tuesday, June 21, 2016

Something More Useful

The last 10 months at Bad Robot/Kelvin Optical has been a nonstop ride--so my reel has been on hold for the better part of a year...  In the interest of keeping people for digging from it here is my current [somewhat long in the tooth] reel.


 A few of the older, still-relevant things



As I send out more and more job applications, it occurs to me that people really want to be able to see the nitty-gritty of my work...

Here are a few shots of my texture work









Here are some modeling breakdowns of a number of my past projects.

















This is the low-poly version of this asset--it clocks in at 6000 Triangles...  something a little different from my usual fare.






Here is a tiling greeble model--it has rotational symmetry, so the mesh can tile a number of times without any repeats.  The below images are examples of the mesh used on a surface




























































If anyone was wondering why I overmodel everything--it's because I can... [I enjoy it].