At Leaderboard we did some work for Polaris to create hundreds of accessories and vehicle parts to showcase products on the Polaris website. We took high poly CAD and design models and turned them into low poly real-time assets with a focus on quality and optimization by utilizing 3ds Max, Substance Painter, and Topogun.
You can take it for a test drive in the vehicle builder area of the Polaris website where potential customers can configure their dream vehicle and order it directly. Their web configuration is very slick and can showcase the configuration in 3D even on mobile platforms.
This spot features a multitude of exciting micro worlds. I was heavily involved in the pre-viz for the initial discovery phase. I worked on the surfboard, volcano, pterodactyl, inner whale, pirate ship deck model/texture and dirtied up the overall ship. I did a little bit of model touch ups and laid out the uvs for the suricata (meerkat).
This is freelance work from my time at Bent Image Lab. There were a lot of people on this project and it's hard to name them all, but credits can be found here.
This is a Tesla Supercharger model I made for a personal project. Modeled in 3dsmax and rendered with Vray.
This is an ongoing project and updates will be posted.
These product renders are for the Jaybird Freedom, done while working for PixelPool. More from this series can be seen in final box art form at the Cinco Design website along with some more shots done by Shirak Agresta.
I used 3dsmax, Vray, Photoshop, and Magic Bullet for minor grading.
A fun render in the style of Takashi Murakami.
This was a group project with Devon Myron and Sarah DeFlaminis.
3dsmax, VRay Next, VRoid Studio, Zbrush
This spot features an animated Penny in the back of an '85 LeBaron. My job here was to do the particle effects and rendering/lighting for the final shot shown here.
I used 3dsmax, Particle Flow, and Vray. This is freelance work from my time at Bent Image Lab.
While working at Supergenius I did some renders for a game called Book of Demons. The goal here was not photorealistic renders, but something that resembled paper cutouts and a more simplistic but fun art style. I ended up using the Vray toon + noise to create the papery edges for most objects. (Some are hand painted.)
Textures were painted by Adam Cook and his wife Traci Cook. Bryce Anderson and Dennis Rivera did animation and compositing. Robert Fink, Damon Redmond, and I did modeling. I did the scene setup, rendering, and lighting and some minor compositing.
I used 3dsmax, Vray, and Photoshop for this project.
This fun project was for FX for Marvel Super Hero Squad. I did many of the vfx for the game such as smoke puffs, lasers, explosions, you get the idea. I also did some .mel scripting for this project for custom fx.
Mark von Borstel was the lead FX artist on the job and I came in to help out. This was my first job in the console games world, and I really enjoyed it.
I used Filter Forge, Photoshop, Elemental, 3dsmax and Maya. This project was during my time at Supergenius.
A fun spot for Tinactin with an interesting mix of cg, fx, and stop motion. My job here was minor modeling on the stadium, scene setup, tracking of 3d foot models for the masking of the fire fx, and one of the three fire fx shots. Also on the project were Shirak Agresta and lead Fred Ruff.
We used 3dsmax, Vray, and FumeFX for this project. This is freelance work from my time at Bent Image Lab.
This spot features a frenzied mix of stop motion and cg. My job here was to model the guitars, track them in half the shots, as well other minor scene setup and the lighting/materials/rendering. I also made the jetpack. Devon Myron and Shirak Agresta also did CG work on the spot.
This is freelance work from my time at Bent Image Lab.
This project was to model a spraywasher from photo reference and light/render for use in product awareness campaigns. The model was created by Ben Larsen and myself.
This project was done as freelance project for the now extinct Darkwater Studios.
A render for the steam logo for Forge. I did the lighting, rendering, and materials here. The final render was painted and finished by the very talented Adam Cook.
This is freelance work from my time at Supergenius Studio. I used 3dsmax and Vray. This was actually kind of challenging because I couldn't show things that the engine itself couldn't do like raytraced reflections, so I had to take a different approach.
This Hallmark spot features a mix of stop motion and cg with some lovable characters. My job here was to model parts of the faces, light and render various shots, and do object tracking by hand. I shared this responsibility with Shirak Agresta and Fred Ruff.
This is freelance work from my time at Bent Image Lab.
A retail shirt designed by myself and Dennis Rivera.
I did the lighting, materials, textures, rendering, shirt graphic design, and post work. Dennis did the shirt 3D model. He created a Rube Goldberg like device in order to fold the shirt up in Marvelous Designer and created the pattern off of reference from a craftshop down the street. It was pretty slick.
This render is straight out of 3dsmax and Vray with no post work.
These are some tiles designs by Damon Johnstun. He wanted to get a look at them with various marble patterns and materials. Quite a different type of project, but quite fun.
Idea Man is a generic character that my good friend Dennis Rivera and I use to test new software and processes. We like to have fun with it and tell a story when possible.
Dennis did all the rigging and posing, while I did the rest. We tested BonesPro, Rayfire, CAT Animators Toolkit, 3dsmax, Vray, and PSDManager.
The apple, laptop, medical table, crate, and crane are from various public domain model sites.
A lone buoy inhabits a disappearing watery world. This project was made to compliment a presentation on global warming for a friend at a nearby college. All in all a learning experience and a fun time.
The scene was an exercise in simplicity, and I've included some screen shots of the actual scene in max as well as the warped image preview. These process images show an older version of the flag.
This quick project was to create promotional images for NIVasc vascular monitors based out of Portland, Oregon. This heart monitoring product is still in development, and these renders were produced to be used for pitches and marketing as it develops.
Dennis Rivera did the cable rigging and shot setup, and I did the skinning, lighting/mats and rendering/post. Fast but fun project all around.
We used 3dsmax, Vray, Photoshop, and BonesPro.
This is a logo I recently did for a tutorial for 3DV in Portland, Oregon. Really great guys, fun project, and chance to do a logo that's a bit different. The tutorial for lighting this for beginning Vray users can be found here.
This render is straight out of 3dsmax and Vray with no post.
These are excerpts from a Nike Grind video while working for PixelPool. These shots got cut into a previously existing video, you can view the entire thing here.
I did the football shot except the shoe model. For the basketball shot I did various modeling tweaks, animated the flag, and did some lighting work.
The shoes were modeled by Toan Nguyen. The comp was done by Brian Smith. The basketball shoe materials were done by Jason Gautier, and the basketball floor and foam was done by my wife, the lovely Sarah DeFlaminis. Dennis Rivera rigged, skinned, and animated the shoes.
FANUC-430 Robot circa 1990's. I used this project to learn more about the new shader type in Vray 3 called Microfacet GTR.
Modelled by Ken Schulze and used with written permission. This project was done during my time at Denari Motion & Imaging.
This was a fun and quick remake of the 2D Cascade Siggraph logo as a 3D logo. The Cascade chapter president Demetra Gilmore-Arnett wanted to spice up the 3D side of things for a Siggraph event a while back. As a member-at-large, I was happy to oblige.
I used 3dsmax and Vray for this logo. Click the arrows to see the before and after.
Want to use the base logo for your chapter? Here's an HD EXR version.
This short film won 4 awards in various categories as a part of the documentary "Deep Green". I worked on various shaders including the molted shells and Huxley, as well as did some modeling, skinning, rigging, lighting, rendering, and manage a couple other artists, listed below.
This is freelance work from my time at Bent Image Lab. There were a lot of people on this project and it's hard to name them all, but credits can be found here.
This spot features a group of cell phone charm characters in their struggle to contain a rampaging invader. This entire thing was modeled, textured, rigged, skinned, scene setup, lighted, and rendered by myself and Devon Myron.
I always like this one because it was my first stab at putting CG on backplates and this was before HDRI lighting was ubiquitous, so we learned a lot on this job and sort of laid the foundation for our own future lighting interest. Plus, there's a dragon.
This is freelance work from my time at Bent Image Lab.
One of a few Airwick animal spots I was a part of over at Bent. This was the first commercial I ever worked on, and is special to me for that reason. My job here was doing scene setup, art for the picture frames on the walls, minor modeling for things such as the basket in the bathroom and the curtains on the windows, and finally lighting, materials, texturing, and rendering for various shots, including the main product shot. I did the final shot in entirety except comping.
Also on the CG team were Lead Fred Ruff, TD Stef Kofman, TD Galen Beals, and Shirak Agresta. This is freelance work from my time at Bent Image Lab.
This rendering project was for Stretchbelt, a unique invention by Tom Langmacher. The device helps relieve back pain by stretching out the bones in the back in a controlled manner. I did the modeling, texturing, etc. (The works.)
I used 3dsmax, Vray, Zbrush, and Photoshop for this project.