Senior year self-directed university project on creating a real-time environment with 3ds Max and CryEngine 3. Final assets were game-ready and were created using a high-to-low poly pipeline to bake down the models. Materials were created using a combination of traditional texture maps, as well as vertex AO's, alphas, and custom dirt maps to achieve more texture variation and realism.
Responsibilities: • Research and conceptualization • High and low poly modeling • UV Mapping • Normal map baking • Texture painting • Asset optimization and export to CryEngine SDK • Materials creation in CryEngine SDK
Personal project where the challenge was to create a realistic archviz scene using an entirely different set of software (up until this point I was using Maya and Mental Ray for visualization). Also produced a short fly-through animation and breakdown as seen in my demo reel.
Responsibilities • Research and design • Modeling • UV set creation • Texturing and materials creation • Lighting and V-Ray render settings optimization • Camera animation • Compositing • Color-grading
3rd year university project. Challenged myself to not only create a realistic arch-viz scene, but also output a fully rendered fly-through animation. Invested in a 22 core home render farm, and optimized render times by pre-calculating photon and final gather maps and tweaking engine settings for network rendering. You can view the fly-through animation in my demo reel. Responsibilities • Research and conceptualization • Modeling • UV set creation and texturing • Lighting • Camera animation • Optimizing Mental Ray render settings for animation and network rendering. • Compositing, editing and color grading.
Software Maya, Mental Ray, After Effects, Photoshop