I use a process of layering to compose my finished images. Typically I buy or build a model, make or modify the textures, and render with approximate lighting at the needed camera angle and settings. The rendered image becomes part of the layout in Photoshop where additional elements/effects are added and composited.
Model built and rendered in Blender. Textures and final composition made in Photoshop.
Built, composited, and rendered in Blender. Textures were a combination of procedural textures in Blender and image-maps created in Photoshop.
A poster made for a trade show. Mostly Blender and Photoshop. I like this image because of the details. The contrails and the heat effect from the after-burners help to give the image life. Model was purchased, but textures were altered in Photoshop. Image compiled in Photoshop.
Aircraft model was purchased. Rendered in Blender. Large missile was modeled. Textures were made or altered in Photoshop. Final composition was in Photoshop. I’ve always admired the art of Thomas Kinkade, the painter of light. This image was conceived with him in mind.
Borrowing a quote from Allan Rufus, “Life is like a game of chess.” Modeled, textured and composited in Blender.
A concept image where the orbs were created in Blender. The rest is compiled images in Photoshop.
A concept image conveying night operations. Model was purchased, but procedurally-textured and composited in Blender.
Logo was provided but enhanced in Photoshop. I was asked to create a video background/overlay to convey a product’s advanced technological features, while also suggesting ruggedness and durability to a middle-aged male customer demographic. The blue borders were a company color and give the overlay a ‘Tron’-feel, while the diamond-plate background and carbon-fiber tabs imply durability. The design created four areas to convey video and technical data.
Modeled in Blender from images/drawings found on internet. Image-based textures created in Photoshop.
Hellfire Missile Composite
Modeled in Blender from images/drawings found on internet. Image-based textures created in Photoshop. Lens is a procedurally-based texture in Blender making use of color-ramping mixed with gloss and glass shaders.
M28 Ammo Link Composite
Modeled in Blender from images/drawings found on internet. Procedural textures created in Blender.
Barrels- Split View
Modeled in Blender. Mix of procedural and Image-based textures created in Blender.
A virtual reality desert scene where a military truck is overlooking a vista. Truck was a purchased model, but textures were altered in Photoshop before being imported into Unity3D. Additional equipment in the scene is animated either in Unity3D or exported from Blender. Coding for this experience included adding company logo to scene opening, and utilizing SteamVR plugin teleport system with minor modifications.
Augmented Reality Concept image
A concept of using A/R to allow user to view a battlefield scenario. Image created with a mix of Blender and Photoshop. Concept was received well and the project is in development.
A prototype of the A/R battlefield experience. Created in Unity3D and Vuforia.
A close-up of the A/R experience with resulting vehicle damage. Model damaged in Blender and exported into Unity3D. Textures modified in Photoshop. Fire and smoke created as particle systems in Unity3D.
A simple sphere, but with layered image maps of daytime, night time, and clouds to bring realism. Images owned by NASA, but released to public domain. Composited in Blender.
Modeled in Blender and UV map exported to Photoshop. Diffuse texture created from various images to create the riveted body. All image maps created in Photoshop. Model compiled in Blender.
Modeled in Blender and UV map exported to Photoshop. All image maps created in Photoshop. Model compiled in Blender.
A plane created in Blender. Image maps created in Photoshop. Maps are seamless. Compiled in Unity3D.
While working for OrbitalATK, I was unable to find a video intro that helped to convey the company’s history. So I made this: Orbital’s first satellite (Themis) orbiting the earth to reveal the Division’s coin with creed. Models created in Blender. Textures created in Photoshop. Each element was rendered as an image sequence and imported into Premiere Pro for initial compiling. Additional effects added in After Effects. Exported with Media Encoder.
Understanding a Microswitch
YouTube’s #1 video for the topic of microswitch operation was modeled in Blender and textures created in Photoshop. Animations were rendered as image sequences and imported into Premiere Pro for compiling. Minor effects added in After Effects. Exported with Media Encoder.
An animation created as a header for a website. Procedural textures added in Blender and rendered as an image sequence. Compiled/edited in Premiere Pro.
St. Paul College
To help showcase student work, I created a modular animation where the instructor could drop student content into the format, while also customizing text for department needs. Modeled in Blender, image-map textures created in Photoshop or procedural textures generated in Blender. Rendered as image sequences and compiled in Premiere Pro.
A compilation of test footage at various frame rates edited in Premiere Pro. The tank commander’s sighting screen was created in Photoshop from reference images. Much of the footage was shot with very high frame rates (5000+fps) and required pre-ingestion rendering/compression to use. I was responsible for researching audience, storyboard creation, b-roll/ asset gathering, and all editing, including audio and color-correcting.
A compilation of test footage at various frame rates edited in Premiere Pro. I was responsible for researching audience, storyboard creation, b-roll/ asset gathering, and all editing. I did not create the PGK image in the final shot, but did compose the shot and re-colored the image.