Oil Noise for Substance Painter
Here is a 3D Oil Noise Generator I made for Substance Painter, inspired by the one available in Mari. It’s a very useful noise that can be used to help create some organic base effects or some simple breakups. Free…
Here is a 3D Oil Noise Generator I made for Substance Painter, inspired by the one available in Mari. It’s a very useful noise that can be used to help create some organic base effects or some simple breakups. Free…
Here is a simple Grade filter for Substance Painter modeled after the Nuke node. It has controls for lift, gamma, gain, tint for each, and is linear. I found the built-in offerings for color correction to be either overcomplicated or…
Here is a quick portrait project I did for the season. Modeling: Maya/Zbrush Texturing: Mari Groom: XGen Render: Renderman
Here is a small still-life I did on-off for about four days. It’s not perfect, but I think it still came out pretty good. I faced some interesting challenges, some unexpected: Maya / Mari / Houdini (Arnold). The seeds were…
Fun one week long project. Nothing too complex. Used a couple softwares/workflows I haven’t touched in a bit — XGen, doing final lookdev/lighting in Maya, and using Renderman. It was a good exercise. The topology is a mess as it’s…
Terria is a character I’ve been noodling at on and off for about a year now.
Happy to share this 3D portrait I did of one of our cats, Luna! I used this opportunity to practice and learn Houdini grooming techniques in a more limited capacity. The materials are pretty simple so they were textured in…
Here is a 3D piece I did for the #mermay hashtag this year! I did it on a whim over the weekend. I normally tend to noodle on personal projects for a very long time and rarely finish them so…
The first trailer recently released for the movie I’ve been working on at Disney Animation for the past several months! I’m excited to see it in theaters, since a lot of the subtle stylization work isn’t done justice with heavy…
On Strange World, I worked on the look for the heavy ice sequence in the prologue. Finding the right level of details along the forms and creating areas of rest took time to home in on. The environment needed to…