Originals

“Puer Perdita”

Project I’ve been working on here and there in my free time. I’m taking several shots from the movie Baraka depicting city ruins, and create sci fi versions of them. Been a creative way to flex some creative 3d muscle within a unified framework. Here are some of the assets I’ve created so far for the project:

1) Crypt Lamp Asset:

Process:

Built in blender, zbrush, marvelous designer, and houdini. The lamp glass with accompanying edge work is authored in substance designer. Cloth is simulated in md, and the hair is simulated in houdini and then meshed together with the head and cloth using zbrush. Model is posed in daz3d. Procedural generation of the thorns, thorn branch deformations, branch height maps and flower bulbs was done on top of the wire outputs in sops. Full asset is textured in substance painter using a udim workflow.

2) Crypt Automaton:

Finished helm and wrist pieces for the automaton in the first crypt. Partial texture for the helm and full texture for the wrist shown here. You can see a very early wip of the helm below with the unfinished zbrush sculpts. Sometimes its fun to see progress :).

3) Sci Fi Wall:

Fully modular texture using multiple graphs in substance designer. Also implemented some megascans textures and a texture by Daniel Thiger into the substance setup. Asset with and without moss shown.

4) Crypt A:

First Crypt. Modular structure was generated procedurally in Houdini. Vines were built in Houdini as well. The bloom structures were built via simulation off the main vine wires. Textures were done in Substance Painter. This entire object is a usd asset with mtlx textures. You can see the lamps integrated into the full asset with added lights.

5) Road:

Road texture I crafted in Substance Designer. Mixed shader within karma using a megascans moss texture and an additional dirt/damage texture distributed using procedural shader level noise.

6) Puer Perdita sh03:

Initial blocking of sh03 in this project. First image is a still from Baraka. Second is the blender blockout. Third is the latest foreground element renders. Stairs, crypt base, and sidewalk are next :).

Other stuff:

Below: funky landscape created in Houdini heightfields, rendering in mantra:

 
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Tree Bloom Project Piece: “Receptacle”

Part of a much larger “tree bloom” project in progress. Project focus was creating a full tree bloom simulation, with all geometry built and simulated within Houdini. Houdini is a pivotal part of the texturing process as well. Masks are built procedurally on a per instance basis (flower by flower), and then loaded into substance designer at the front of the graph to automatically create highly complex and realistic textures. This project is asleep…..for the time being :)

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Substance Designer

Exposed Graph

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Zbrush Sculpts

Just a couple examples. Unfinished.

Sketches

Original artwork created over my last 3 years in NYC. Not as much time to sketch right now in LA. Enjoy!

Studies

Collection of Works based on Various Sources. Interpretations of different mediums, photos, and portraits.