Some of the projects I have worked on during my downtime to hone my skills
Realtime model of a defensive little frog. Sculpted in Nomad. Retopologized in CozyBlanket, textured in Substance Painter. lighting & rendering in Blender.
The Swords say "Frog" in Kanji
Realtime model of a rancher. Sculpted in Nomad, retopologized in Blender, textured in Substance Painter & photoshop. Lighting, rigging & rendering in Blender.
I decided to take inspiration from early 3D games to showcase my zombie animation in a retro style. This allowed me to produce stylised assets that fit the theme quickly and effectively.
Below to the left are the reference images I used as inspiration. My main references were Silent Hill (1999), Resident Evil 2 (1998) and Blood (1997).
Below right is my process for creating a low-poly zombie in the style of early 3D games. It was modeled and rigged in Blender and Textured in Procreate.
Using blockouts and other simple modelling techniques, I was able to quickly create a graveyard scene that evoques a bleake and dusky atmosphere, the scenery was very much inspired by Silent Hill and Blood.
I was able to create low-resolution textures by taking images and reducing their size dramatically. This helps to solidify the retro aesthetic that I wanted to portray.
Here is the rendered + composited animation.
Realtime Portrait of the Clown Prince of Crime. Sculpted in Nomad. Retopologized in CozyBlanket, textured in Substance Painter. Groom, rigging, lighting & rendering in Blender.
Here are some of the projects I have produced over my time at university as well as some personal projects.
I served as art director along with the artist on a collaborative project to create a music video for his upcoming single. The visual style was influenced by cartoons so we decided to implement toon shading and NPR render techniques to achieve a stylised look. Here is the link to the video
Set in a world where robots are sentient, I made sure to create futuristic vehicles that reflect the world we wished to convey. My inspirations for the vehicles included: Neon Genesis Evangelion, WipEout, Back to the Future and Akira.
A pivotal point in the story is when our protagonist enters an alleyway. I paid close attention to show that it was a neglected part of the city however still implemented the bright cartoon style. I modelled every asset in the scene down to the weeds and utilised textures from texturehaven along with Blender's shader editor.
I created the backdrop to support the world in which the robots live. Huge inspirations that I drew from were: Blade Runner, Jet Set Radio and Ratchet and Clank.
I created many robots for the video. I used NPR rendering styles and cartoon-inspired design when creating them. My approach drew inspiration from RyseUp's Roboquest and Pixar's WALL-E among other refrences.
I produced an in-game asset for an upcoming indie PC game "A Bone to Pick"
I was originally going to model a non-player character for the game but after consideration I decided to help make an RC car to be controlled in-game due to my prior experience modelling a car. I started by drawing insportation to use as a basis for the model. I was lead to more realistic Tamiya style 70s and 80s RC cars for inspiration. After not managing to create an accurate suspension system in my last car I took on the challenge and created a double wishbone suspension setup that should work properly once rigged.
I roughed out the plastic body fairings using primitive shapes before subdividing them for a smooth finish. After feedback from the client I re-modelled the wheels with a higher detail rim and tyre tread pattern.
I created a bucket racing-style seat to put in the car. Then I modelled a steering wheel and lights.
I textured the car using Substance Painter and exported them as 4k channel packed maps ready for use in-game. Below is the final car ready to be rigged and driven.
I practiced creating volumetric lighting effects and using displacement maps for terrain in Blender's Eevee renderer
I decided to practice creating environments quickly in blender so that I am more familiar with it in order to produce faster and better results. I started with a photoscan from Texture Haven of mossy rocks using a displacement modifier. The texture comes with a height map that I plugged into the displacement modifier using subdivision to produce uneven ground. I also added an alpha map so that the edges of the texture would fade out helping it to blend into the background better. Then I added an HDRI of a forest from Polyhaven along with a diffuse volume cube and some spotlights to create some interesting light shafts. Because I am using Eevee which is more like a game engine than a renderer and there are not many reflections on the stones, the HDRI is not doing much in the way of lighting, I am simply using it as a background
I modelled a simple Olmec style statue to texture and decide on layout. I began texturing in substance to try and create a weathered look. I Modelled some rocks and textured them in substance to add a few more background objects to the scene
Here is what I came up with. I am quite happy with it for a quick Eevee render.
We were asked to recreate a modern device using old technology. I decided to make an electric roadster for the 1930s
I started by using the Austin 7 British Roadster for reference and produced a guide using schematics.
I started by creating simple shapes to match the guide to work out the sizes of varois parts. Then I tested materials and
lighting as this was during my first couple of weeks using Autodesk Maya
I slowly worked in improved detail into the moddel until it started to look like a car. One thing I should have improved
in hindsight is the suspension system detail.
Here is a video of the complete car. You can see some rendered thumbnails below.
I joined an extracurricular sculpting toolkit where I was introduced to making 3D mechs and robots...
I created a concept for my robot
I modelled the robot inside blender using the mirror and subdivision tools to create a smooth, high polygon robot model
inspired by my concept. As we were looking at rigging the robots to make them move, I simplified my design.
I textured the model using substance painter and exported the textures as packed maps for use in unreal engine.
This was my first time doing this.
I rendered the final image in cycles renderer for more realistic ray-traced lighting.
I produced a recreation of one of Moebius' designs for his book "40 Days Dans Le Desert".
I decided to colour the picture as the original is in black and white.
Moebius created the concept art for the 1988 film "Willow". I decided to create a design inspired by his concept art.
I also experimented with painting using ink.
I produced a recreation of one of Moebius' designs for his book "Venise Celeste".
A book based on the locations he was living in the 80s. I produced a simplified version and coloured it digitally.
I drew a scarab beetle, inked and coloured it digitally in the style of Moebius.
I drew a human skull then inked it and digitally manipulated and animated it to make it look more interesting.
I drew a cat skull then inked it, scanned it and used a white pen over the print-out to draw
web-like tendrils similar to how Mark Riddick produces his art.
I drew a human skull then inked it, scanned it and used a white pen over the print-out to draw
web-like tendrils similar to how Mark Riddick produces his art. I also attempted colouring it digitally.
I drew a Bear skull then inked it and used a white pen over the top in the same style.
I tried to make it look more like drool from its jaws.
I recreated a simplified version of Frank Miller's panel using illustrator and a drawing tablet
I recreated panels from the sin city comic much smaller using fine point pens
I used a still from Blade Runner 2049 because I thought that the dramatic lighting suited a Frank Miller
style design. It didn't turn out very good as I made a lot of mistakes with the drawing.
Frank Miller illustrated, the Dark Knight Returns. I had a go at drawing Batman in a similar style.
It was all from memory and freehand so it doesn't look very good but the basics are there.