Please note that everything below this divider is several years old.
[Breakdown] Wrapped (2015) |
[Breakdown] Miniature Town (2014) |
Team assignment for my study program, Visual Art - International Game Architecture & Design, at NHTV Breda - International Academy of Digital Entertainment. Team member: Niek van Gorp.
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Solo assignment for my study program, Visual Art - International Game Architecture & Design, at NHTV Breda - International Academy of Digital Entertainment.
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[Previs] Perpetuum Mobile (2014) |
[Nuke] Compositing techniques (2014) |
Simple proof of concept. Story-boarding & matte painting.
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[Houdini] Great War Trench System (2013) |
[Maya] Character Rigging (2013) |
Procedural modeling project for college featuring a systemic approach to the creation of trenches. Research into the subject is supported by a document, Scribd'd on the right.
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Simple rig projects for college.
Features: * Advanced spine rig * IK/FK switches * Dynamic constraints * Set driven keys |
[Game] Datagate (2013) |
[Reel] 2012 college collection (2012) |
Client oriented project, illustrated using a static scene, in order to display the capabilities of Arauna 2, a path tracer coded by Jacco Bikker.
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A selection of college projects that were finished between the summer of 2012 and the end of that year.
Features: * Basic rigging & animation * Modeling / Sculpting * Texturing / Shading |
[Vray] Marty's Girl (2013) |
[Unreal] Mountain Village (Concept) (2013) |
Team assignment for my study program in which I took part as Environment Lead.
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A world building (blocking) assignment for college. Influence is 'The Emperor's New Groove'. Team member: Frederik Plucinski
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[Marmoset] Red Skull (2012) |
[Maya] Hand Anatomy (2010) |
A game ready approach to Marvel's villain character, Red Skull.
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The muscles and tendons are built using NURBS surfaces. The bones are polygonal and 3D scanned.
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