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3D Character Artist, Modeler, Lighter: Available for Freelance & Fulltime.
 
Sculpture Soldier Bill Dino Roe Pelephone Snow Dentist Winner Z4 Hall Dizzie Sculpy Demoreel Light Demoreel Model
Sculpture Maya, Zbrush, Mubox, Digital Fusion

Digital Sculpture, personal project. It's nearly complete I still need to refine his hair and the cloth. I've used a number of classical influences to design him, mainly the famous sculpture of Augustus Prima Porta and the Monument to Michelangelo Buonarroti by Emilio Santarelli.

Bases were done in Maya then sculpted in Zbrush as well as Mudbox at an early stage. Thanks to the retopology tools in Zbrush3 I was able to quickly draft different cloth designs inside Zbrush, once I was happy with a specific direction I would then reconstruct better topology and further detail it. As you may notice the hair is in that stage right now, pre-topology. Rendered with Mental Ray in Maya.

Soldier Maya, Zbrush

Cinematics soldier character I've been designing and working on. I'm currently texturing, shading and touching up details. Mostly done in Maya, details were sculpted in Zbrush as well as some of the texturing. Added an old WIP render with Maya and Shave&Haircut and a concept coloring sketch i've done over the clay render in photoshop as reference for my texturing phase.

Bill Murray Maya, Zbrush, Mudbox

Started modeling Bill Murray for a personal project. Maya for the base mesh and Zbrush for detailing. Mudbox was used to help fix proportions. I relied heavily on camera projections from references I gathered from the movie "Ground Hog Day" in order to get fixed camera match on the model. I gathered about 22 different angles/shots from the movie and camera matched them inside maya to match the base model. Once a few were tracked right It was easy to manipulate the face inside maya to get the right proportions/positioning of details.

In order to get a more accurate camera match to the movie snapshots in maya I created a mel script that allows adjustments of the camera's focal length interactivly without losing the framing of the model. this allowed me to change the focal length and see realtime how bill's face perspective changes without having to keep dollybackwards/forwards to reframe him making it very easy to find the correct focal length, dolly and placement of the camera to match. I'll publish this mel script here for download once I finish this project as it is a useful script for any still frame matchmoving.

YES Dinosaurs Maya, Zbrush

Commercial for YES done by studio Broadcast. I designed, modeled the two dinosaurs, textured the big one(brontosaur) and light most of the shots in the commercial. Yaniv Gorali Textured the smaller dino as well as adding small modeling details. He also shaded and created the light rig for the shots. Rendered with mental ray.

Roe Young and Old Maya, Zbrush

This was a project for Dreams&Magic inc. The goal was to take an actor, create a digital replica in 3D and then estimate how he will look 15-20 years to the future after a bad life style.

Very basic bases were done in Maya then sculpted and textured in Zbrush. It was then rendered with mental ray in Maya. The hair is shave & haircut composited on.

Pelephone Maya, Final Render

Commercial for Pelephone done by studio Broadcast. I modeled and lit the flying toys. I also helped to develop the shader/look-dev along with Yaniv Gorali and Yotam Natan. Textures were done by Yotam. Rig, Animation and Simulation were done by Yaniv. We used Final render to render this since the heavy use of blurred reflections/refractions and a tight deadline.

For this project I created a light Rig/System in Maya along with Yaniv which is basically a broken up HDR sphere that supplies specific individual lighting, reflections, refractions to the entire shot. It is made up from different data elements (both 2d images and procedural nodes in maya)that can interactivly change per shot. meaning the HDR was created in Maya using math nodes combining projected 32bit data of ground,skys, different suns, sun flare(to fake reflection flare on the glass) as well as ramps and overrides to control intensity/position per element. This allowed interactive control for everything inside maya per Illumination, Reflection and Refraction for each shot without editing each HDRIs in an outside application for each shot going back/forth from photoshop to maya. This was a crutial element to both getting very fast shot lighting for the project and to be able to get the glass reflections/refractions looking just like we wanted it to without modifying the shader/HDRI dramatically per shot.

Pelephone Snow Maya, Final Render

Another commercial for Pelephone done by studio Broadcast. I modeled, textured, shaded and lit the 3D elements(not including the laptops). Addtional shading and lighting by Yosi Refaeli, Animation by Arye Domnin. Tracking, Simulation Particles & Dynamics, Rig and TD support by Yaniv Gorali.

I used my previous lighitng rig to light the whole thing after modification to the tool with the help of Yaniv Gorali. The rig/tool now has a cg sun (created from a baked 32bit lens flare and a ramp controlled glow/bloom attribute) and an overide for color/position/intensity controls for all the elements(sun flare, sun glow/bloom, sky/clouds, ground, horizon location) per reflection/illumination.

Dentist Maya, Final Render, AfterEffects

Canceled commercial done by studio Broadcast. I designed, modeled, shaded, textured the environment as well as lit and composited the entire commercial. The bird models/textures were provided by Broadcast I just did some modifications to the texturing/shading of the model and it's eyes. Animation done by Arye dominin. Sadly the commercial fell through on the last few days of production but I was able to render/composite selected shots.

Winner Maya, Flame

Commerical by studio Gravity. I was incharge of creating the background 3d tunnel. I designed, modeled, textured, shaded, lit and rendered using maya and mental ray.

BMW Z4 Maya, Rhino

BMW Z4 replica I've been working on, just have some interior details(mainly the front) to do but never get around to it. Made with polys in maya except some interior details which were done with nurbs in rhino. The first render was done with mental ray and served as a compositing test.

Hall Study Maya, Shake

Lighting study I've done back in school using Maya. Scene rendered with Mental Ray.

Dizzie, Game Art Maya, Zbrush, UVLayout

Art test for a game studio. I Designed, Modeled and textured using maya and zbrush. 2K diffuse, normal and specular maps. 2,286 Polygons / 4,188 Triangles, 7 days of work.

Traditional Art Super Sculpy, Charcoal

Super Sculpy Anatomy study - about 14inches high.

Clone Drawing - The same model was drawn at 2 different poses then composed together. About 32 x 26 inches if i'm not mistaken using charcoal. Unfortunately I never got to finish it since I lost this drawing due to lazy Homeland security inspectors at the Miami airport who didnt bother rolling it back into place.

Anatomy/Pose Study of the same female model - 2 Hours.