Endless Rift is a VR experience that allows users to enjoy music shows live streamed into real-world and fictional venues. As the main artist on the project, I was responsible for building, texturing, lighting and developing these environments.
This environment was built from scratch based on photo reference from the client of a real-world location music venue in New York City. Almost all the modeling (except for some props) was done by myself along with the texturing, lighting, unity scene setup and optimization. Poster and beer branding textures were done by Steven Walsh.
Main environment model without props was 16,205 triangles, 47 custom prop models were made and 17 Substance graphs constructed for custom materials. Drapes were simulated using Marvelous Designer.
This festival and carivan was custom built for the games character selection and lobby environment. The entire environment was built from scratch except for some vegetation and small prop assets. Far distance prop textures were done by Steven Walsh. Everything else was modeled, textured by myself in addition to the lighting, scene setup and terrain development.
Carivan model was based on several reference images by client which I combined to make one cohesive space. In additon 24 custom interior props, 11 substance graphs, and world machine terrain based on photoshop height map input. The model and props come to 78920 triangles.
This venue was partially modeled by myself. I recieved a base mesh and redesigned many of the elements to give a new look based my own research and develop in addition to client feedback. All textures were done by myself in additiona to lighitng, shaders, and scene setup.
Main environment is 132,690 triangles. Animated spot lights are controlled in real-time via a custom script that allows for specific lighing options in the scene.
I worked early on the project to develop terrain and rock related shaders in addition to other research and development tasks.
Several terrain materials procedurally generated with Substance Designer. Note that these are being rendered without color variation which the shader provides. The sculpt was created in zBrush for a tiling cliff texture.
I worked as a Senior Environment Artist responsible for textures and shaders for level geometry on this Playstation 4 launch title. All textures and shaders are built for physically based rendering, and these screenshots are rendered in with Guerrilla Games's fantastic game engine.
I contributed to heavily to the ground textures and shaders in these environments, in addition to helping establish their visual identities.
I primarily developed all the shaders and textures for the terrain and rocks in the outdoor environments.
We worked to develop a wide variety of environmental locations.
I heavily contributed to all of the natural rocks and shaders in this environment. Some of the geometry was generated based on tessellation shaders which are baked to meshes with an internally developed pipeline.
Some behind the scene shots of the shaders and textures I helped create. The bottom screenshot is only a deformed sphere with a triplanar projection tessellation shader applied.
Here is a of the many textures and shaders I helped develop, largely made from scratch.
Show reel video for an architectural visualization project I created for a client.
Client: Maduxx Inc. - Unity 5
Here are some highlights from a interactive architectural visualization project that I made for a client. I was the only artist on the project and responsible for all the modelling (based off CAD architectural original), texturing, shading, lighting, Unity scene creation, optimization and asset pipeline.
Some Unity Asset Store components used are uSky, Camera Path Animator, and SpeedTree. The video was captured running in real-time on my laptop above 30 fps with pre-computed and baked GI with real-time updated cubemaps.
Good looks day or night. Based off the uSky system, I created additional systems dive the lights, window glows and dynamically change the post effects. This gives a lot of life to the scene and allows specific art direction of the shots.
Smooth camera animation paths sweep the viewer through the scene when in demo mode.
I modeled some of the props and developed a quick pipeline from Maya to Unity for all assets.
Top roof terrace in different times of the day.
Pool deck and front entrance.
Custom shader which animates the glow in the windows based on the time of day system.
Original FBX architectural file contained 2.27 million triangles. I optimized the entire thing, removed a lot of unnecessary geo and baked down sections to low polygon meshes in order to recreate the building in a modular fashion. The final FBX export contains 370,000 triangles.
I created many of the PBR textures quickly with in a Substance Designer workflow. This material is procedurally generated but many were produced based off photographs while I automatically process to tilable PBR textures.
Props such as furniture and vegetation were made into LOD'ed prefab assets. I wrote a custom post processing controller which dynamically changes the post effects based on the time of day.
One terrain texture Subtance graph in Unreal 4 in an experimental project I made in few days.
Textures and Shaders
Here are a small sample of various textures and shaders from various projects.
Substance Designer graph I created for terrain texture generation at real-time.
This is a learning project I created for fun over a short period of time (mainly over a weekend). One substance node network I've created generate all the materials for this terrain landscape.
Here are some mostly procedural texture maps I created in Substance Designer for a stylized terrain project. Some elements like the bones were modeled in zBrush and being scattered logically with various packages I've produced. All the materials are being generated by masking terrain graphs I have created.
Fully procedural marble and tile texture generator based off SVG painted masks.
A virtual reality environment explorable in Unity with the Oculus Rift with dynamic time of day.
Unity Development - Miscellaneous Projects
I am a hobbyist unity developer for may years now creating different Unity projects for fun including VR, Android and PC development.
Here are some screenshots from various scenes I'm putting with Lester Arias for a music video for his upcoming song entitled STARS. Everything is being rendered in real-time in Unity and effects are triggered via the music. These are work on progress shots, more updates to come soon!
Raidaway: A game made in three days for an Ludum Dare entry. I did all of the modeling, texturing, lighting and artwork.
Block Aid: A playable prototype for the Android phone and PC. I created everything myself, so game design, art and programming. The music track is from Mount Florida.
Very old physics based puzzle game developed for mobile phones.