COMMENTS: This portrait was an inquiry to the Blender community to see if the result was worth turning into a tutorial series. The response was extremely positive and humbling, which motived me to produce the "Realistic Portrait Series' for Blender Cookie.
I'm so honored for the image to be featured in issue #159 of 3D World Magazine, voted among the "Top 20 Artworks of 2012" by Blender Guru, and voted "Best Character Modeling of 2012" by BlenderNews.org.
COMMENTS: This project was intended to be an exercise in stylization. It's almost a 1-to-1 recreation of the amazing concept by greg baldwin of creature box.com. Aside from some minor tweaking in photoshop, everything was done in blender. The creature started as a multi-res sculpt, then retopologized, and a final sculpting pass on top of that. A big take-away for me was the new experience using blender's node editor for both materials and comp. The inclusion of the compositing process within the 3D package proves to be very efficient!
COMMENTS: This was a project intended to push Blender and to prove to myself that the app's a competent hi-res modeling package, texture-painting solution, render engine, and compositor. I realize it's not picture-perfect but the result more than satisfied my curiosity about Blender's capabilities: the problems with the image are due to the artist, not the software.
SOFTWARE: Maya, Mudbox, Photoshop, Vray, After Effects
TASKS: Modeling, Texturing, Rendering
WHEN: February 2011
COMMENTS: This character was created for and entered in CG Hub's Warrior Challenge 2011; a contest sponsored by Autodesk Mudbox. The base mesh was created in Maya, detail sculpted in Mudbox, textures painted in Mudbox/Photoshop, rendered in Vray, and comp'd in After Effects.
COMMENTS: For my fourth student reel asset, I went with a 3d portrait of my favorite front man/guitarist, Matt Bellamy. Another straight-forward modeling-texturing-rendering project - my favorite part was creating the guitar [Hugh Manson's custom-built Chrome Bomber] and various pedals/electronics.
COMMENTS: These cats were created as an asset for my student reel concluding my education at Full Sail University. This was a standard modeling-texturing-rendering project aside from the base mesh creation which was my first modeling experience in Blender.
COMMENTS: Being a huge fan of "the Office", a Steve Carell bust was an obvious asset choice for my student reel. Modeling and texturing was straight-forward. The rigging and animation were newer experiences building off an earlier experimental blendshape project. The rig is 90% shape-driven and 10 percent joint-driven. My student reel enjoyed a few days atop cgtalk's top row - thanks to the moderators for that!
COMMENTS: The 2010 Hunter Challenge was sponsored by Evolve3D.net. I was part of the team competition where the challenge was to create a "hunter's environment" - whatever we interpreted that to be. We went with a steam-punk demon hunter standing off with a demon in an old west ghost town. We didn't win the competition but in the end, we learned a ton and we're still proud of the result.
COMMENTS: This character is inspired by a concept that was submitted to a CGC contest. We all loved the it and decided to turn it into a training course about shading with Blender's Cycles render engine. The character was perfect because it had fabric, metal, food, leather, skin, and of course transparent syrup! This one was fun.
TASKS: Everything except for the concept art from Tim Von Rueden
WHEN: July 2013
COMMENTS: This project started as a small tutorial about creating a feathered creature with Blender. It quickly grew out of control into a huge 18+ hour training course about creating a complete short film.
While the short film is very *short* indeed at 1 minute, the educational material is exhaustively thorough.
STUDIO/CLIENT: Reel FX, The Richard's Group, CEC Entertainment Inc.
WHEN: Summer 2012
COMMENTS: The studio was pretty excited to be awarded the first wave of commercial spots featuring the redesigned Chuck. My tasks were to model a Les Paul style guitar, microphone, and Chuck himself - all done in Blender.
The new rocker design has been received with mixed reactions, but overall I think it's a huge upgrade from the last iteration. Well done RFX.
COMMENTS: "Despicable Me: Minion Mayhem" is a 3D motion ride at Universal Studios Florida. Opened on July 2, 2012 the ride takes you as a new recruit through basic training for becoming one of Gru's minions.
I worked on the project somewhat briefly from the end of summer 2011 through the fall. The models I built for the show were a ton of fun - We were all really happy to get this one!
COMMENTS: All modeling done in Blender and exported for use in 3ds Max.
STUDIO/CLIENT: Reel FX, Blue Sky, Fox
SOFTWARE: Maya, Zbrush, Topogun
WHEN: Summer 2011
COMMENTS: Bridging the gap between Ice Age 3 and 4, this half-hour special aired Thanksgiving evening on FOX in 2011. I joined the project half-way through production. These gallery images represent a few things I modeled: Scrat's snowbeard and hat, frozen crash and eddie, snowman, snow-drifted tree, frozen Diego, mammoth straw toy, ice-bridge landscape, and the bag-loading landscape to name a few...
COMMENTS: The team in Minneapolis did an incredible job delivering this spec spot for the Child's Play Charity . I wish I could have done more for the project - most of the human's heads/arms, the dragon, and various medical clothes are from me. everything else is the MAKE team of artists. The project took first place at the Minnesota Electronic Theater 2011!
SOFTWARE: 3ds max, Vray, Photoshop, After Effects, Syntheyes
TASKS: Tracking, Modeling, Shading, Rendering
WHEN: Winter 2010
COMMENTS: We created this 30 sec. spot for the introduction of the film festival. I worked on various scenes [some cut] but to name a few specifics -- the kitchen: Everything in the shot is cg except for the actors; The kid watching TV: the TV is cg; and the conference room: Everything behind the table is cg.