Dumpster Fire

I decided to treat myself to a subscription to Substance Painter for my birthday a couple of weeks back. I've had my eye on this software for years, but didn't have a computer that could even handle it until recently. As a technical exercise, I dusted off this dumpster fire project I started a few years back, and I'm extremely happy with the results. Texturing has always been a bottleneck in my content pipeline, but these tools are allowing me to produce work at a rate and quality I've only ever dreamed of. Beyond excited.

Modeling, fluid simulation, and rendering performed in Blender. Textured in Substance Painter.

#screenshotsunday #blender #substancepainter #3d

Melting Nazi

I recreated that melting face shot from Raiders and the Lost Ark. Extremely happy with how it turned out.

Rubber Kaiju Suit

Rubber Kaiju suit styled after the Showa era of Toho films from the 60's and 70's. The neck holes are very much in line with the design of most of the monster suits from that period (the skin is typically dark to hide the holes), but I chose to make the zipper super obvious to increase the cheese factor. Modeled, sculpted, and rendered in Blender. Textured in Blender and GIMP.

This handsome fellow is also the poster child for my new game, "Kaiju Rampage".

Mach 3

A Gillette Mach 3 razor. Modeled and rendered in Maya.

Mac Pro

First attempt at photo-real in a very long time. This is a reproduction of my personal computer, down to the serial numbers on the back, and the autograph from Steve Wozniak on the access panel. Modeled and rendered in Maya.

Pirate Ship

My first honest to god game industry interview went so well they gave me an art test. Since I didn't have anything in my portfolio with a cartoony aesthetic, I was tasked with making a cartoony pirate ship.

Unfortunately, I didn't get the job, BUT, I got clearance to show off the piece I made. Modeled in Maya. Images rendered in Unity 5.

Last Resort: Apocalypse

Zombies created for the iOS VR shooter "Last Resort: Apocalypse".

All zombies started with a high res mesh generated in MakeHuman, and then sculpting, retopology, and rigging was performed in Blender. Textured in GIMP.

Still Life

A quick project designed to test out the new physically-based shading and global illumination capabilities introduced in Unity 5. Each object was measured and photographed for reference. When possible, reference photos also contributed to texture asset creation.

GroupBeautyShot.png

Ethel The Tortoise

Modeled in Maya directly from reference photos of a pet tortoise.  Detail sculpting and texture painting performed in Mudbox.  The Normal and Diffuse maps were then exported back to Maya and applied to the base mesh for the final render.

TortoiseRender1.jpg