UNUSUAL WORKFLOWS

 

3D SCANNING

  • Designed a rig to 3d scan the object, which included polarised lighting setup and turntable
  • Invented a method of applying a fine dust to the objects which allowed the software to capture greater detail
  • Used both Photoscan & RealityCapture
  • Implemented HeliconFocus to resolve depth of field, and in doing increased the subsequent level of surface detail of the scan 
  • Built thread and feather details in 3dsMax
  • Created a material which mimicked the falloff of and electron microscope 
  • Specially commissioned audio

//// 4K CG ANIMATION

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LEAF CAPTURE

  • Designed a cheap DIY image-based light capture rig with an extremely high resolution output
  • Constructed custom apparatus such as a lightbox and lens holder   
  • Solved best method of collecting leaf specimens to keep them fresh  
  • Devised a clever workflow that captures diffuse, normals, specular & opacity
  • Substance Designer & 3dlut Creator used to produce detailed maps and physically accurate materials 

 

MODELING, RETOPOLOGY, UV & TEXTURING SKILLS

 

PRODUCTS

  • Commercial commission working to budget and deadline
  • Client with no prior experience of CG workflow so sympathetic to their knowledge level
  • Stills & Animation   
  • Accurate product modeling with real measurements collected using a caliper
  • Materials and textures (some procedural) custom built with high level of physical accuracy
  • UV maps created for all components      

RETOPOLOGY

  • 20m poly scan was decimated to 80k using Zremesher
  • Capable of creating detailed edge flow where necessary 
  • Unwrapped low poly version & baked displacement in X-Normals
  • Applied displacement texture to low poly mesh in 3dsMax and retrieved a high level of detail   

BUILDING SHADERS & PBR RENDERING TECHNIQUEs

  • Advanced physical lighting knowledge (decade working as lighting tech and assistant in photographic industry - fashion & advertising)
  • Actively researching and testing visual computing papers
  • Capable of scanning materials 

LIGHT CAPTURE 

  • Captured using PhaseOne camera and lens system & output as photographs
  • Shot on location 
  • Adaption of in-camera specular and normal map lighting techniques 

UE4 (Basic BLUEPRINTS)

  • Worked in collaboratively in the production of UE4 visualisation of my award winning solo show at TJ Boulting
  • Detailed measurements taken of gallery space
  • High resolution 360 panorama produced for working reference
  • Textures baked in Corona Renderer     

 ////  Photographic documentation of my solo show at TJ Boulting

//// Photographic documentation of my solo show at TJ Boulting

//// Interactive 360 panorama stitched in PtGui Pro, and shot on location by myself using a Nodel Ninja

//// UE4 Visualisation test of my solo show at TJ Boulting