For the PRESENT Horizon project we needed a humanoid 3D model at CREW. I tend to avoid realistic characters as uncanny valley, an unease towards things that look human, is not something we enjoy at ...
For my last solowork, Blue Brute I went all out in cinematography, learning about lighting, camera angles and the like. Working now in VR I realize how different these two approaches are. The flat, ...
I’ve spent a lot of time the last couple of years to make photorealistic imagery in 3D. Having acquired this craft, I now realize it was a means to get passed it. Much as a good painter needs to ...
I’ve recently been hired by pioneering arts organisation CREW to be one of their main artists and developers. Updates here will be few and far between. I’m very excited to be part of CREW, ...
Testing the Houdini Greeble tool I built for some Blame style amospheres.
And now for the tricky part, glass and emissive filament in UE4.
A good exercice in classical modelling, a simple modernist lamp, with bulb. Modelled in Houdini, textured in Substance painter.
Based on a tutorial by Epic.
Substance material from scratch, purely procedural















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