
DRB #1 Is a scene from my animated short Girlie Jar (Spring 2011). I designed, modeled, textured, rigged, lit and rendered in Maya with mental ray. Texture maps were made in Photoshop and rendered passes were composited in After Effects. Official Selection of the 2011 Heartland FF. DRB #2 Father model break down for Girlie Jar animated short (Spring 2011). I modeled, textured and lit in Maya with mental ray. Texture maps were made in Photoshop. DRB #3 BMW M5 concept car model (September 2011). I modeled, textured with a clay shader in Maya. DRB #4 Blood Sample Visualization for Harrison College (January 2011). I modeled, textured all of the medical devices. I Lit the devices for shader and texture testing. DRB #5 Beavis and Butthead characters (Spring 2010). I modeled, textured, lit and animated in Maya with mental ray. Texture maps were made in Photoshop. DRB #6 Creatures Classified cinematic for the Game Changers grant with MacArthur Foundation and Electronic Arts at Indiana University (Summer 2011). I rigged, modeled, textured and Lit in Maya with mental ray. Texture Maps were made in Photoshop. I animated all outdoor camera shots. All composites were done in After Effects. DRB #7 AI Robot build for Creatures Classified cinematic at Indiana University (April 2011). I modeled, textured and Lit in Maya with mental ray. Texture Maps were made in Photoshop.
For this piece I wanted to demonstrate my hard surface modeling skills and my ability to render an existing building. This building was a great fit due to the dynmaic lines of action and structured squares. I believe my hard surface modeling skills are highlighted very well in this render.
I created this mixed medium poster for a local concert sponsored by RickyPots.com. The main objective was to feature the concert which hosted six bands for six bucks. I belived creating six bucks rocking out would be eye catching yet simple enough to process quickly.
Photography Samples, shot with a medium format Yashica Flex.
This is a level I created based off of reference from the original Pennsylvania train station in Manhattan. I found great reference on the main waiting area of the station so I based the center of the level off of that then stylized the rest.
Everything was made within the Unreal Tournament 3 editor.
In this level I recreated an area of an urban down town setting. The level supports a goal of successfully arriving at Pennsylvania station. The story surrounding the level is that zombies have just taken over the financial district of Manhattan and the player needs to make it to Pennsylvania station to escape the zombies. The people in this area have just transformed into zombies. That is why I still kept the streets clean but the streets still host chaos in them with abandon and accident stacked cars.
The major achievment I accomplished in this level was creating custom buildings in maya with textures and importing them into Unreal using the active X plugin. All of the five way buildings and Pennsylvania station were done by me.