Mar 16, 2015

Portfolio Update!

^Hover Car based on concept by Martin Sokol^
I got around to updating my portfolio this weekend; I added some new pieces and updated some old ones.

To check it out, click the portfolio link on the top-right of this page,
or you can click HERE

As always, feedback is much appreciated, enjoy!

Jan 10, 2015

Morning Sketch



Was playing around with Blender's dynamic topology sculpting the other day as a warm up, came up with this pretty grotesque character. 
Blender Sculpt - 1 hour
Zbrush - Unwrap and Decimation
AO baked in Cycles

Dec 10, 2014

Golde Star Beer by fvanderwel on Sketchfab

I was looking through an old harddrive and found this model that I made for Garth's film a million years ago.

Mar 24, 2014

Hard-Surface Futuristic Car WIP

Work's been kind of slow lately, so I've been learning hard surface modeling techniques in ZBrush to pass the time.  I still haven't finished anything but here's something that I came up with today, it definitely has an F-Zero vibe that I'm liking so far.  It's still very much a work-in-progress; most of the forms near the rear of the vehicle still need some attention, and I have a ton of detailing in mind left to do (adding panels, tubing, all that fun stuff).
Blocked out in Blender using simple cubes with a sub-surf modifier attached to them, then refined in ZBrush.

Mar 2, 2014

Cave Scene Revisited


Lately I've been playing around with displacement maps and other awesome time-saving modifiers and work flows in Blender.  Every night I'll do these quick hour-long 3D sketches to try a new technique or idea that I have floating around, and like this one it ends up becoming a full project.

These shots are all pre-decimation (ie. not quite game-ready) but I'm pretty happy with the progress so I'm posting them anyways.  So there!  After I decimate everything it'll look virtually the same anyways, based on my tests.  
Sooner or later I'll get this into a game engine, but for now these are all realtime Blender viewport grabs (with some slight colour correction and bloom added in Photoshop).  Textures were made between Blender, Photoshop and CrazyBump.

 This last shot is a birds-eye view of the map which I thought looked kind of cool.  Backface culling is turned on so you can see inside of it.
(P.S. the torch flames are placeholder for now, I'll use some real particles when I get a chance.)