3D Artist Demo Reel

[vc_row][vc_column][vc_column_text]https://www.youtube.com/watch?v=14W0jVN4IQ0&t=21s[/vc_column_text][/vc_column][/vc_row][vc_row][vc_column][vc_column_text]

Thank you for viewing my 3d modeling & texturing demo reel. For more of my work & my Serious Game & Simulation reel, see the additional content tab located on the right side of the screen.[/vc_column_text][vlogger-spacer size=”m”][vc_column_text]

 

[/vc_column_text][vc_column_text][ttg-chapters time=”00:08″ title=”The Elephant  & The royal Caravan “]   The Elephant  & the royal Caravan was modeled, lite, rigged, & animated in Maya, textured in Photoshop, & rendered in Mentalray.

Along with the base meshes, all the jewelry, architectural details, & wooden caravan details were modeled from scratch. [/ttg-chapters][/vc_column_text][/vc_column][/vc_row][vc_row gap=”2″][vc_column][vc_gallery type=”image_grid” images=”1136,1139,1743,1742,1739,1741,1740,1137,1138″ img_size=””][/vc_column][/vc_row][vc_row][vc_column][vc_column_text]The Royal Caravan was one of the first locations developed for the animated film project, David Valley of Shadows. It was originally inspired by old horse drawn wagons and camel drawn carriages. The jewelry for the elephant was inspired by Ganesha. The biggest challenge was creating mid to low range polygon models that are indistinguishable between those of a higher poly-count.[/vc_column_text][vlogger-spacer size=”m”][/vc_column][vc_column][vc_column_text][ttg-chapters time=”00:41″ title=”The Royal Bedroom “]   The Royal Bedroom was modeled, & lite in Maya, textured in Photoshop, & rendered in Mentalray.

Everything from the intransigently designed bed to the fish in the water was painstakingly  modeled from scratch with gross detail, all the while maintaining a mid level poly-count, neat edge flow, & all quad polygon models. [/ttg-chapters][/vc_column_text][/vc_column][/vc_row][vc_row][vc_column][vc_gallery type=”image_grid” images=”1161,1160,1159,1162,1163,1747,1746,1745,1744″][/vc_column][/vc_row][vc_row][vc_column][vc_column_text]The Royal Bedroom was created as part of my personal movie project titled, David Valley of Shadows. The conceptual designs were a collection of ideas by me and my team. David Valley of Shadows was set to take place around the 2nd century BC. All the architectural elements were modeled after real life objects. [/vc_column_text][/vc_column][/vc_row][vc_row][vc_column][vc_column_text]

 

[/vc_column_text][vlogger-spacer size=”m”][/vc_column][/vc_row][vc_row][vc_column][vc_column_text][/vc_column_text][vc_column_text][ttg-chapters time=”01:11″ title=”MBCC Lobby “]   The MBCC Lobby was modeled, & lite in Maya, textured in Photoshop, & rendered in Mentalray.

While many details may be hard to see in a quick fly through, this architectural visualization project is littered with a number of detailed & complex assets. Completely created from scratch, each model, from the fully modeled interior & exterior of the grand piano, couch, chairs, & upstares furnishing,  to the Victorian style mirror & table were modeled, uved, & textured to be identical to it’s real world counterpart. [/ttg-chapters][/vc_column_text][/vc_column][/vc_row][vc_row][vc_column][vc_gallery type=”image_grid” images=”1165,1166,1167,1168,1164″ img_size=””][/vc_column][/vc_row][vc_row][vc_column][vc_column_text]The MBCC Lobby project was based on real word observation, architectural specifications, and photo references of the actual front lobby. It was not done based on drawings, sketches, or from obscure photos gathered from the internet. Mississippi Boulevard Christian Church (MBCC) is located in Memphis, TN. During this project, a lot of attention was focused on scale, lighting, and mimicking real world materials, which were all photographed & created from scratch. The Victorian end tables & crystal chandeliers were created and added to the lobby to give it a more classic appearance. & though the Grand Piano was created from the actual grand piano that resides in Mississippi Boulevard Christian Church, it’s real world location is in the choir room not the lobby.[/vc_column_text][/vc_column][/vc_row][vc_row][vc_column][vlogger-spacer size=”m”][/vc_column][/vc_row][vc_row][vc_column][vc_column_text][ttg-chapters time=”01:31″ title=”The Fountain “]   The Fountain was modeled, & lite in Maya, textured in Photoshop, & rendered in Mentalray.

While not as much a modeling challenge as Caravan, Bedroom, or the Lobby, the fountain presented it’s own challange in the form of making believable light weight foliage. It also made a good place for some virtual selfies with my dog Charcoal, lol. [/ttg-chapters][/vc_column_text][/vc_column][/vc_row][vc_row][vc_column][vc_gallery type=”image_grid” images=”1170,1173,1172,1171″ img_size=””][/vc_column][/vc_row][vc_row][vc_column][vc_column_text]The Fountain was a personal project that started as a modeling and texturing speed test. The initial plan was to challenge myself by modelling the core fountain, a fairly intricate hard surface model, in one day. However, after successfully completing the challenge, I ended up taking the extra time to continue by creating the foliage & modeling the surrounding are.[/vc_column_text][/vc_column][/vc_row][vc_row][vc_column][vlogger-spacer size=”m”][/vc_column][/vc_row][vc_row][vc_column][vc_column_text][ttg-chapters time=”01:48″ title=”Young Michal & Young Jonathan “]   Both characters & the environment was modeled, lite, rigged, & animated in Maya, textured in Photoshop, & rendered in Mentalray.

Each of the two characters are fully fully rigged with around 30 blendshapes each, which allows  them not only to have full range of motion & movement for animation but also to have a full range of emotions, expressions, & lip sync capabilities. Additionaly the fishes in the water are fully rigged & animated with realistic swimming motion

[/ttg-chapters][/vc_column_text][/vc_column][/vc_row][vc_row][vc_column][vc_gallery type=”image_grid” images=”1174,1176,1398,1399,1400,1714,1407″ img_size=””][/vc_column][/vc_row][vc_row][vc_column][vc_column_text]Young Michal & Young Jonthan were the child version of two of the main characters from the animated film I was developing years ago. There unique clothing & jewelry are very detailed and all textured & created from scratch. I created several small fully modeled & textured scenes for the two characters, including a beach scene. But I feel the pond scene was created to reflect a child’s the wounder & adventure we find in the simple things as children.[/vc_column_text][/vc_column][/vc_row][vc_row][vc_column][vlogger-spacer size=”m”][/vc_column][/vc_row][vc_row][vc_column][vc_column_text][ttg-chapters time=”02:15″ title=”Princess Michal “]   Michal & the environment was modeled, lite, rigged, & animated in Maya, textured in Photoshop, & rendered in Mentalray.

Like her young counterpart, Michal is fully fully rigged with around 30 blendshapes, she uses a fullbody IK rig that can seamlessly accept motion capture data. Her blendshapes also allow for  to have a full range of emotions, expressions, & lip sync capabilities.

Additional the bird is rigged & animated with a flying, landing, & souring animations.

[/ttg-chapters][/vc_column_text][/vc_column][/vc_row][vc_row][vc_column][vc_gallery type=”image_grid” images=”1705,1405,1177,1180,1181,1182,1179,1183,1178″][/vc_column][/vc_row][vc_row][vc_column][vc_column_text]All the elements in the scene are original & created & textured from scratch. The characters skin was hand textured from scratch & contains a subsurface scatter texture & material. The Victorian columns & balcony was created solely for the turn around. The columns decorative leaf mouldings was designed after the classical Order, one of the ancient styles of classical architecture.[/vc_column_text][/vc_column][/vc_row][vc_row][vc_column][vlogger-spacer size=”m”][/vc_column][/vc_row][vc_row][vc_column][vc_column_text][ttg-chapters time=”02:32″ title=”Cyclops “]   The Cyclops was modeled, & lite in Maya, further detailed in Zbrush, textured in Photoshop, & rendered in Mentalray.

All the textures, including the skin, were created from scratch, & I used a combination of bump, normal, & displacement maps for further detail & deffinition, as well as Maya fur for the facial beard stubble.

[/ttg-chapters][/vc_column_text][/vc_column][/vc_row][vc_row][vc_column][vc_gallery type=”image_grid” images=”1186,1721,1185,1720″][/vc_column][/vc_row][vc_row][vc_column][vc_column_text]Cyclops was the first project that I integrated Zbrush into my standard development pipeline. Additional, It was a brake from my stylized realistic but anime influenced characters, into a more photo realistic style. I took several creative liberties, including the fabric & the visor.

My thought process was realistic functionality, so I made the clothing fabric closer to breathable athletic wear & placed several electronic sensor on the visor. Additionally, I made the ear covering function more like a hearing aid, headphones, & a ear piece.[/vc_column_text][/vc_column][/vc_row][vc_row][vc_column][vlogger-spacer size=”m”][/vc_column][/vc_row][vc_row][vc_column][vc_column_text][ttg-chapters time=”02:50″ title=”Robin Escape the Asylum “]   Robin & the two masked inmate characters were modeled, lite, & rigged Maya, textured in Photoshop, & rendered in Mentalray.

All the characters were created from scratch & handed textured. Both Robin & the clown characters faces are fully modeled under there masks & hoods, they also have around 10 blendshapes each to show a limited range of emotion.

[/ttg-chapters][/vc_column_text][/vc_column][/vc_row][vc_row][vc_column][vc_gallery type=”image_grid” images=”1187,1188,1723,1724,1725″][/vc_column][/vc_row][vc_row][vc_column][vc_column_text]Robin was originally created for the batman inspired, Escape from the Asylum, art show. My biggest challenge with this character wasn’t the modeling, rigging, texturing, or even the design, but manipulating his cape. Since there was no plans to incorporate the character into any game or animation, his cape was rigged with banes, instead of converting it into a dynamic physic or cloth object &/or fashioning it with soft or rigid body dynamics.[/vc_column_text][/vc_column][/vc_row][vc_row][vc_column][vlogger-spacer size=”m”][/vc_column][/vc_row][vc_row][vc_column][vc_column_text][ttg-chapters time=”03:00″ title=”Prince Jonathan “]  Jonathan& the environment was modeled, lite, rigged, & animated in Maya, textured in Photoshop, & rendered in Mentalray.

Like Michal, Jonathan is fully fully rigged with around 30 blendshapes, he uses a fullbody IK rig that can seamlessly accept motion capture data. & his blendshapes also allow for  to have a full range of emotions, expressions, & lip sync capabilities.

The model was completely created, rigged, & textured from scratch, including his hair, skin clothing, & jewelry.

[/ttg-chapters][/vc_column_text][/vc_column][/vc_row][vc_row][vc_column][vc_gallery type=”image_grid” images=”1703,1189,1192,1191,1193,1190,1195,1198,1196,1197,1194″ img_size=””][/vc_column][/vc_row][vc_row][vc_column][vc_column_text]Unlike Michael, who’s development complexity lied had very intricately designed & created jewelry, Jonathn’s detail lies in his sword & pendant.

Though Jonathan wasn’t the main character of the film, his look went through the most design overhauls. However, once his final look was achieved, he set the overall tone of the film & design of all the other characters. His & Michal’s younger versions were created completely from scratch, as a precaution that they wouldn’t appear as shrunken down version of the older selves. His lion pendant was created to be reminiscent of  Cloud Strife’s wolf pendant from Final Fantasy.[/vc_column_text][/vc_column][/vc_row][vc_row][vc_column][vlogger-spacer size=”m”][/vc_column][/vc_row][vc_row][vc_column][vc_column_text][ttg-chapters time=”03:12″ title=”Batgirl Cassandra Cain “]  Batgirl was modeled, lite, & rigged in Maya, textured in Photoshop, & rendered in Mentalray.

The Batgirl model & all Batgirl’s textures were hand painted & created from scratch.

[/ttg-chapters][/vc_column_text][/vc_column][/vc_row][vc_row][vc_column][vc_gallery type=”image_grid” images=”1199,1201,1200,1202,1726,1730,1729,1727,1728″ img_size=””][/vc_column][/vc_row][vc_row][vc_column][vc_column_text]Inspired by the Batman Arkham game series, this is a completely original design of how Batgirl Cassandra Cain would look in that universe. Like Robin, her cape as rigged with bones but a bit easier to work with due to the lessons I learned from the initial cape rig I created for Robin. Like Robin & the inmates, Batgirls face was fully modeled & textured under her mask.[/vc_column_text][/vc_column][/vc_row][vc_row][vc_column][vlogger-spacer size=”m”][/vc_column][/vc_row][vc_row][vc_column][vc_column_text][ttg-chapters time=”03:25″ title=”Mazzikim “]  The Mazzikim was modeled, lite, & rigged in Maya, textured in Photoshop, & rendered in Mentalray.

The Mazzikim has a costume full body IK rig, that can fully accept motion capture data. He also has 12 blendshapes, 4 of which control his 4 eyes, as well as a blendshape that extends & retraces his tongue.

[/ttg-chapters][/vc_column_text][/vc_column][/vc_row][vc_row][vc_column][vc_gallery type=”image_grid” images=”1734,1203,1731,1732,1733″ img_size=””][/vc_column][/vc_row][vc_row][vc_column][vc_column_text]The creature model & the textures are all created from scratch, the creatures skin is hand painted. The concept for the was a combination of burnt skin & reptile like scales.

Mazzikim originated from Jewish mythology. In the Talmud, the Mazzikim were used interchangeably for demons, but in some sources there is a differentiation of mazzikim into its own class of evil spirit.[/vc_column_text][/vc_column][/vc_row][vc_row][vc_column][vlogger-spacer size=”m”][/vc_column][/vc_row][vc_row][vc_column][vc_column_text][ttg-chapters time=”03:35″ title=”Catwoman “]  Catwoman was modeled, lite, & rigged in Maya, textured in Photoshop, & rendered in Mentalray.

The Catwoman’s  clothing textures were hand painted & while her skin texture used reference photos for a base but was created from scratch.

[/ttg-chapters][/vc_column_text][/vc_column][/vc_row][vc_row][vc_column][vc_gallery type=”image_grid” images=”1204,1737,1735,1205,1206,1736″][/vc_column][/vc_row][vc_row][vc_column][vc_column_text]While Catwoman doesn’t have any blenshapes on her face, she does have one that controls if her top is fully zipped or half open. The blendshape also uses set driven keys to automatically adjust her bust size, if her top is fully zipped or half open.[/vc_column_text][/vc_column][/vc_row][vc_row][vc_column][vlogger-spacer size=”m”][/vc_column][/vc_row][vc_row][vc_column][vc_column_text][ttg-chapters time=”03:45″ title=”Shedim “]   Shedim & the scythe waere modeled, lite, rigged, & animated in Maya, textured in Photoshop, & rendered in Mentalray.

Shedim is fully fully rigged & although his face is coverd he has around 30 blendshapes, with a fully modeled & textured face under his mask. He also uses a  fullbody IK rig that can seamlessly accept motion capture data. & his blendshapes also allow for  to have a full range of emotions, expressions, & lip sync capabilities.

[/ttg-chapters][/vc_column_text][/vc_column][/vc_row][vc_row][vc_column][vc_gallery type=”image_grid” images=”1218,1216,1217,1214,1209,1210,1211,1212,1208,1213″ img_size=””][/vc_column][/vc_row][vc_row][vc_column][vc_column_text]Shedim was created as the main antagonist for the animated film. Unlike Jonathan, this character only went through a couple redesigns, 1 adding the chest armor & the other replacing his arm with one like the Mazzikim creatures.

His scythe was created to appear like a dragon skull & spine, & the skull was modeled off  a Halloween dragon skull prop.

Shedim are spirits or demons in early Jewish mythology. They appear only twice in the Tanakh, at Psalm 106:37 and Deuteronomy 32:17 both times, it deals with child or animal sacrifices.[/vc_column_text][/vc_column][/vc_row]

By Tony Brown

I am a passionate & highly creative production lead, game designer, game developer, and 3d artist, with well over ten years combined experience in management, print, game design, level design, web design, 3d modeling, texturing, animation, and game development & coding. I’m seeking to work for a creative leading­-edge organization that demands challenging & high quality work to enhance the organization &/or its clients professional image and goals. I excel in not only the production of optimized, game-ready 3D models, characters, & assets but also UV creation, editing, optimization,and texture placement using a variety of rendering pipelines such as PBR, Mental Ray, & Arnold. I also have the knowledge & experience of optimizing scenes and environments for use in a Real-time pipeline using a variety of game engines including unity & unreal for building & launching content on various of applications including standalone, mobile, & PC.