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Completed in approximately three hours from start to finish, this project was a true sprint. My goal was to see how quickly I could produce a model and a render from a new idea.
My latest exploration has been EEVEE, a render engine that offers significant efficiency gains. When used strategically and with suitable subject matter, it can produce renders in a fraction of the time compared to traditional ray tracing. ITS FAST! The Composition was kit bash of a bunch of different stuff I've acquired over the years.
This rendering was done in a quick sprint, taking me about four hours from conception to completion late one evening.
This was a long-term personal project and my first major dive into the Unreal Engine environment. I built everything from the ground up, starting with an open-world template. This project heavily utilized node-based modeling via Blender's Geometry Nodes, and Substance Painter material masks to power Unreal's layered and vertex painting material workflows. I also incorporated Unreal's emerging PCG tools for quick and varied prop placement.
The train was a personal highlight, primarily because its unique properties prevented a traditional material workflow. I'm happy to discuss any aspect of this project, so please feel free to ask.
I spent approximately two months, on and off, on this project. As it was an unpaid personal initiative. So, I had to fit its development in between my professional obligations.
Also... ;] Below is the code for the Master Material Function I developed, which was used for most materials throughout the project. If you have access to Unreal Engine, feel free to copy and paste the code into a new Material Function and let me know what you think!
I had a lot of fun creating this garden in Blender, with Plant Factory proving to be a fantastic tool. The initial layout was done in SketchUp; once finalized, it was a smooth process of exporting a .glb file for accurate scaling and material assignments. While some cleanup is still needed, I've found this to be one of the most seamless workflows between SketchUp and Blender. All in All, I think it took 2 days.
This clean Blender rendering was completed in a single evening, a roughly 8-hour sprint that originated from architectural technical drafting. While interior shots exist, they feature simple, empty white rooms... not very exciting. :[ I might have them somewhere if you're interested.
Designed for my Union Entrance Exam, this was originally intended to only stay within SketchUp. However, a request for Twinmotion renderings prompted me to explore the software. I imported the SketchUp model directly into Twinmotion the next day, and after about an hour of experimentation, I was astonished by the high-quality results achievable with minimal effort.
A compositing kitbash, completed in a single afternoon, was an experiment to see how far I could push the seamless integration of real-world photographs with computer renderings. The resulting image was created using FSPY, Blender, and Photoshop.
One of my first attempts at an architectural render, likely taking me about two days to complete. I vividly recall the struggle to get the glass looking just right. It's wild to think this was back in 2017—how time flies!
A fun one. I captured all materials and geometry using photogrammetry in 2018. The "tunnel" is actually a local park bridge. This project, which took about a week, marked my first foray into photogrammetry, and I loved learning something new.
If she weighs less than a duck, she's a witch. This piece stems from an NDA-protected client project where I had to create diverse assets. I'm keen to highlight my work with procedural rock graphs in Blender and their materials in Substance Painter. The client's main project involved a month of refinement, but this specific demonstration took approximately two days to complete once the necessary tools were built.
If you've ever seen "The Thing," this nightmare I rendered should resonate with you. This was another sprint, completed in about 6 hours.
I'm still frustrated about this one. This piece was my submission for a Blender community competition with an "Amusement Park" theme. Unfortunately, I lost to an entry that had been created previously and submitted because it fit the theme, which was against the rules.
Despite the outcome, this was a two-week endeavor that taught me a tremendous amount when I was still very new to the software. It also introduced me to the wonderful community of r/Blender. I believe this is a very early 2017 project, and sadly, I think it only lives on here now.
The Bowling Alley: A Workflow Milestone, The Bowling Alley project predates Geometry Nodes, relying instead on the Array Modifier. This was an early foray into integrating Sketchup and Blender, and while learning to navigate between the two was a slog, it was well worth the effort. Here, I gained valuable lessons in file management. As an early project for both software pieces, it probably took me a month back then. Now, I'm confident I could complete it in three days, start to finish.
This one always makes me laugh. One day, while playing around with Blender's fur simulations, it spiraled into a week-long endeavor involving modeling, texturing, graphics, and lighting—all inspired by a 8-second bit from a childhood cartoon. (Don't tell my parents!)
These little "do-dads" marked my introduction to Substance Painter. At this stage, I don't think I fully grasped UV unwrapping, but I certainly gave it my best shot! We're always learning, and that was precisely the goal with these pieces.
They likely took me about a week to complete, but looking back, I was also teaching myself how to model at the same time. From Photoshop to Blender and Substance Painter, juggling files is always part of the creative game.
These are one-off projects born from a desire to learn a particular skill or simply because they looked like fun. Most were completed within a day or two, never extending beyond a week. Many of these pieces were directly inspired by a dream or a real-world event.
ENJOY.