3D

3D

Lighthouse


PROJECT: Personal development


I wanted to make a piece again that could tell a story, so this is a different take on the concept of lighthouses, using a giant firefly bumbleblee instead of a lamp, along with some creatures and people inhabiting the island.

Café Corner


PROJECT: Personal development


In this project, I wanted to try optimizing my texturing by using mirroring UVs. I'm happy with the results, I've also been more strict with keeping the same texel values as well. I still feel like I'm not quite there with the stylization of this process, but I do feel like it's getting there.

Birdhouse


PROJECT: Personal development


I've decided to dive into the process of learning Substance Painter and Designer, as well as getting a bit more into Zbrush-work. I think it's a fun workflow, although at this point I'm struggling a bit to get the very stylized part into the process, but I think it's a process. In addition, I failed the staircase baking, but instead of remaking it I just decided to learn from my mistakes and go on to a next project.

Veren, Pokémon fanart


PROJECT: Personal

Based on a concept I made for a made-up Pokémon, I figured it would be fun to have it as a 3D-piece. It's supposed to be seagrass that makes its mane, and I liked the idea of having other existing Pokémon be interested in it, to kind of make it part of a Pokémon world.

THE ASTRONAUT

WHO NEVER WENT TO SPACE


PROJECT: Personal

I wanted to create something a bit more of an artistic piece, that was more of a whole, rather than something that's just a loose prop somewhere. Mostly made using 3Dcoat, Maya and Photoshop.


ESCAPE FROM THE UNDERWORLD

CARLY AND THE REAPERMAN

Hub: Sunrise Avenue


PROJECT: Carly and the Reaperman

This is a 3D-printscreen of how the game looks like in Unity. It is the hub in which the players choose the worlds they play. Most of the following screens will be 3D-printscreens, I've chosen to do so because I felt like it's giving a more accurate representation of how the environments look in game, with all lighting, particles, and post-effects in place.

Level: Bidrohi Alley


PROJECT: Carly and the Reaperman

This level represents the little shack that the character living in this level used to live in. I wanted to try something that had some night feeling to it, while also having some warm orange lights.

Level: A.K. Blood Telegram


PROJECT: Carly and the Reaperman

A night scene where I wanted to focus more on serene darkness with blue tones. 

Level: A Harbouring Feeling


PROJECT: Carly and the Reaperman

I liked the idea of having something that related to the ocean, having some idea of this unknown lost feeling to the sea where you can't always distinguish how deep things go.

Level: Park Ranger's Watermill


PROJECT: Carly and the Reaperman

A more light, vegetation-based concept to break away from the city.