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Kixeye - VEGA Conflict
This was a clip I produced with Renkewitz Studios that was to be used as an intro to the game. The team at Kixeye decided to take the game to a more game-play driven introduction to the void.
I modeled, textured, shaded and lit the environment with the guidance of Kris Renkewitz the Director. I built custom shaded and finalized the textures for Burr the character to be added to the Vray pipeline. I helped heavily with the composting and final look of the clip as well.
I modeled, textured, shaded and lit the environment with the guidance of Kris Renkewitz the Director. I built custom shaded and finalized the textures for Burr the character to be added to the Vray pipeline. I helped heavily with the composting and final look of the clip as well.
Vega Conflict Intro from Jeremiah Fyler on Vimeo.
Microsoft Bing
Here is the limited info I can share about the next big project for Bing! I will be working alongside 22 or so other talented 3D Artists and visionaries to create a never before seen look at our planet earth!
Bing Maps Preview App from Bing on Vimeo.
Star Trek - Into Darkness Premier Party Design and renders
I worked closely with David Judaken the CEO and amazing designer to give Microsoft, Bing, Acer and Xbox an almost exact look at what they where buying. I did everything in 3ds max and rendered with Vray. I modeled, textured, created shaders, lit and rendered everything for these images.
Client: DNA Events
Here are some of my personal works while learning Terragen 2.4 for a future movie project. There is no Photoshop on these images
Halo 4
Raw 3D Renders of the one and only Master Chief. This project was one of the most complicated 3D challenges I have ever done. We completely re-created master chief based of the in-game model and high-poly sculpted geometry to create some amazingly high-resolution images, Final renders and art was finished at 11K resolution and was rendered with Vray in Maya. I oversaw the recreation and finalizing of the texture maps done by the texture artist and finisher at Concept. I created a custom shader network and pipeline and set up lighting and composited final 3D images used for final art. In the following images photoshop was only used to composite render layers.
Client: Concept Arts Studios
DISHONORED
Dishonored was a difficult project. We had very little to go on when we first started developing our marketing strategies for this game. We did alot of rounds on the art concepts which helped determined the direction of the final art. Here are a few examples of some of the work we produced. Although none of this art was ever used or finished.
Client: Concept Arts Studios
Halo Combat Evolved Anniversary
Final pose render and alternate poses for the XBOX magazine Halo Anniversary split ad and unreleased teaser art. I did all the posing, lighting, shader building and final renderings. Final renders of Master Chief completed in Maya using Vray. Shadow art final renders completed in 3Ds Max using Vray.
Client: Concept Arts Studios
Halo Reach
Just a couple final renders for Halo Reach Character art. For these renders, I completely rebuilt textures to 4k, built custom shaders, sculpted final mesh in Zbrush, created and styled 3D hair, posed, lit and rendered final images in Maya using Vray.
Client: Concept Arts Studios
Mafia 2
Hi-res head render and sculpt of the main character Vito from Mafia II. I completely rebuilt the textures to 4k, created custom shaders, created 3-D hair and sculpted the final mesh in zbrush. Final render was lit and rendered in 3Ds Max using Vray.
Client: Concept Arts Studios
Bioshock Infinite Web Pitch
A pitch created to hopefully gain some work for the release of Bioshock Infinite. I modeled, textured, animated, lit and rendered the final shots in 3Ds Max and rendered with Vray.
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Client: Concept Arts Studios
Tera
For the Tera art, I completely recreated all textures for each character to 4k, built custom shaders, sculpted final geometry in zbrush, posed, lit and rendered every shot. Final renders completed in 3Ds Max using Vray.
Client: Concept Arts Studios
Green Lantern
This was a very difficult project. We received low-res models and 4k textures from Sony. I posed the 3-D model in hundreds of poses that where used for all the comps. Once the final poses where chosen, I took the mesh into zbrush and sculpted it to a much higher detail. I modified the textures provided to be used with my custom shaders, lit and rendered the suit for each shot.
Client: Concept Arts Studios
Ratchet
This is my take on the well-known character from the video game series, Ratchet and Clank. I modeled, textured, styled and created fur, lit and rendered the final image in 3Ds Max using Vray.
Client: Concept Arts Studios