Bard from Concept 4
For Polycount's Bi-Monthly Character Challenge
September-October 2016
Zbrush, Maya, Quixel Suite, Marmoset
Boar Creature in Saleblazers.
June 2022
Zbrush, Maya, Substance/Adobe Painter
First project at Airstrafe Interactive. The art style didn’t quite match in the first iteration, and it was a bit too gunky. With the guidance and direction from Andrew Downs, I cleaned things up to get the final sculpt and textures. The fur texture was created with an alpha stamp brush created by Andrew
Pepperoni Pie
While teaching myself Blender, I fell in love with both procedural shading and geometry nodes. To practice, I decided to try to create a pizza completely procedurally.
bread height/bump and color variations are all created with a combination of perlin and Musgrave, and other types of noise
the way the pizza sauce fills into the bread uses the same Musgrave noise mask (so the highest parts are filled in last
the textures are also procedural
the cheese is dependent on the sauce so there’s always a bit of the sauce outside the radius of the cheese. It’s also dependent so there can be numerous ways to blend between different amounts of cheese and sauce
cheese made procedurally with Voronoi and other types of noise textures
The Pepperoni are geometry nodes
The number of pepperoni, amount of cheese, and amount of pizza sauce are all fully controllable in exposed parameters in the scene settings. The pizza image from the gallery above has about 40% cheese on top of the sauce
Unlike the other 3D artwork, nothing about this is meant for game engines. The focus was on procedural shading and learning blender
Feb 2022
Robot Arm
Summer 2015.
Maya and Quixel Suite
Hand-painted Tree
Spring 2016
Maya and Photoshop
Headless Pillar
Summer 2014.
Zbrush and Quixel Suite.