
Division.
Ripples.




Voice translator. An early concept of a translator trying to decipher a new language. 2d Thursday Week 27.



Tendrils. Created using waves and effects in After Effects.
Power Ring.
Radar. Stay Alert!

Heizorax. Legend says, if you stare directly at it, you may see a possible future.
Deep Breath. Mendalume the living crystal!

Mendalume. A living breathing crystal!
Sci-fi elements. Created only in Adobe After Effects.

Dragon! A few additional effects added onto a 3d model.

Mu. The mark of the forgotten ones.
Fight! A series of particles systems emitting from the mesh of a 3d model. Rendered in the Unity game engine.
Music: http://www.purple-planet.com

Rho. The mysterious defender of the realm.
Dancing! A series of particles emitting from the mesh of a 3D model.

Epsilon. What is it? Where did it come from?
This collection of still images showcases the current progress in POPROCK's lighting and environment, created by O'Davi and myself. Utilizing one of the many tracks that will be used for POPROCK's various levels. To view an animation of the footage, check out O'Davi's YouTube channel!
Wispy Hues. Fooling around with trails and rate over time particle systems in the Unity engine.





Fire and Ice. A series of particle effects created using Photoshop and the Unity game engine. Rendered in the Unity game view.

Gear Sword. Revisiting an older project and experimenting with new render styles. The goal was to create a painting style of render utilizing Photoshop to create additional effects.
Ribbons. A system of particle effects created solely in Unity utilizing the ribbon trail feature to create an interesting effect. Rendered in the Unity game view.
Ribbons. A system of particle effects created solely in Unity utilizing the ribbon trail feature to create an interesting effect. Rendered in the Unity scene view.

Bounty Hunter. A character render created using ZBrush and Maya.
Portal. A series of particle effects created using Photoshop and the Unity game engine. Rendered in the Unity game view.
Portal. A series of particle effects created using Photoshop and the Unity game engine. Rendered in the Unity scene view.
Lava Environment Test Footage. A new level being created in Poprock. As everyone knows a good platformer must have a good lava level. Be sure to check out O'Davi if you want more info on PopRock! Rendered in the Unity game view.
Crystal Animation. A series of particle effects and 3d objects created using Unity and Maya. Rendered in the Unity game view.
Crystal Animation. A series of particle effects and 3d objects created using Unity and Maya. Rendered in the Unity scene view.

A berry like object. Created using transmission, specularity, and a mesh light.
Loading Icon Animation V2. A particle effect created solely in Unity using the default particles, particle system editor, and no additional materials or textures. Rendered in the Unity game view.
Loading Icon Animation V2. A particle effect created solely in Unity using the default particles, particle system editor, and no additional materials or textures. Rendered in the Unity scene view.

Modified Spiral. Transitioning the base color using transmission, specularity, and a mesh light.
Loading Icon Animation. A particle effect created in Unity, using the particle systems editor and no materials. Rendered in the game view.
Loading Icon Animation. A particle effect in Unity, rendered in the Unity scene view.

Transmission Transition. Transitioning the color from green to yellow primarily using transmission and specularity.
Hue Shift, a 2D graphic made using patterns in Illustrator, Photoshop, and After Effects.

Capsule Core. Utilizing 3D textures and emission to get the desired effect in Maya.

Lin, the main protagonist of Poprock, overlooking Bean Valley. A piece of promo material for Poprock created by O'Davi, that I recreated in Illustrator and Photoshop. The goal was to recreate it with minimal color while creating a vintage feeling. Poprock is a 3D action platformer that is currently under development by O'Davi and myself.










Velo City, A retro sci-fi graphic of a futuristic city.




Here is the evolution of the Weatherbee Logo, as suggested by a few friends. Starting from a doodle while learning how to use photoshop and illustrator all the way to the logo being used right now.




Lighthouse on the rocks. A healthy mix of 2D and 3D art for this weeks 2D Thursday.

An ongoing project, the first render of the city of Marakis. Utilizing the QTown plugin in maya to create the base buildings, I will frequently be updating the city so expect many changes and updates.

Now entering the Marakis city limits. The first preview image of the city that Sid and BeeZee reside in.






B3-Z3 "BeeZee" has a new profile picture!






A graphic showing off the hairstyles and weapons of Lin. The main protagonist of Poprock, a 3D action platformer that is currently under development by O'Davi and myself.

Back to the basics for this weeks 3D render. I used a single volumetric point light and manipulated the roughness and anisotropy settings (as well as a few others) to alter the light to create an interesting effect.

Minimalist Goku charging a Kamehameha
Minimalist Goku charging a Kamehameha animation

Doctor Who Dalek - Maya AI Toon Shader

Dragon Ball typography graphic - contains all characters that appear in dragon ball, dragon ball z, dragon ball gt, and dragon ball super

Early concept for a disc golf & traditional golf companion app icon