I did this to accompany my new branding and to serve as the cover of the webpage. It gave me an opportunity to play around with some new displacement effects in the muddy gravel which turned out nicely. Fun to work on this one. And yes, those cattle are branded with the new logo. Here at Seven G, we sand the undersides of the drawers.
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I needed to build this EV for a project that went on hold for awhile, so I threw it into an environment. I'm not usually in the business of modeling vehicles, so the van itself gave me an opportunity to try a number of new techniques. The environment was pretty quick, but I did get to play with terrain modeling and vegetation creation and population in new ways. Fun little side project.
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Concept art of my project car. It'll look like this eventually, but for now the interior is gutted and the exterior is ratty blue. I got the inline six and 5 speed manual swapped in and it's running, so there's one huge undertaking down. More to come.
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My friend Russ owns the existing A-frame on the right and wanted to explore the idea of marrying new construction to the existing house. We talked through his ideas over sandwiches and beers, wandered around the site, and brainstormed some possibilities. I came up with this as a possible configuration, allowing the existing structure to remain as a large master/office and connecting via glass corridor to a new wing positioned to take advantage of the incredible view. This was a fun design exercise and gave me a chance to experiment with some new render techniques.
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This is a house that my wife and I have been lazily designing for a number of years. It started as more of a whim than anything, but eventually it has become something that we intend to build one day.
In the meantime, I've used this model as a test bed for a broad range of render experimentation from lighting, to material generation, to the Photospheres below. It's been a great outlet for design expression and technical learning and, who knows, maybe some day we can build it and have you over for a highball.
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This is my first character study and the project I essentially used to teach myself Vray. Having never modeled anything like this before, there were some interesting problems to solve, but I learned a ton about lighting, materials, and general render settings and execution. I was still working at an office during this exercise, so this guy involved a lot of late nights.
Why I chose a mech warrior, I'm not sure, but I'd had it rattling around in my brain for awhile. Aside from teaching me some invaluable lessons about software, he's a fun little side project to have around.
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Playing around with atmosphere and lighting. I think the dusty feel of the barn is successful and I also figured out a new method of object lighting via the headlights of the car.
The car is a 1972 BMW 2002 tii, high on my list of future project cars.
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I had just watched 30 Days of Night and it occured to me that I hadn't experimented much with snow. The movie is dark and ominous and, let's be honest, sometimes it's nice to explore outside the boundaries of blue sky, happy people graphics. Something bad is waiting for our shadow man.
This is just a Photoshop composite (I didn't feel like modeling everything), but I picked up a few handy snow methods that have since been put to use on billable work. Thanks Josh Hartnett.
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