Digital Design Portfolio

Welcome to my Design Portfolio! This is a collection of my most recent rendering work!

Everything here is the product of incremental optimizations of raytracing algorithms, 3D topology, and procedural texture creation.

Everything was rendered on a single office computer.

Use widescreen for best results.

Fantasy City was rendered in a highly modified version of Cycles renderer. Optimizations in the volumetric rendering and the removal of un-utilized components drafted a 20% improvement in rendering speed. There are 1.5 million polygons and nearly 100 unique procedural structures present in this scene. To minimize VRAM usage, all texture present in this scene are procedural as well.

Rendered on AMD R7 2700x at 5120x2160. 

Futuristic Street was rendered in a custom-developed hybrid renderer between Cycles X and EEVEE. Reflective and transmissive materials like metallics and glass were rendered using raytracing techniques while emissive and defuse materials were rendered with rasterized lighting. This hybrid-technique returned a 50-80% improvement in rendering time, with few visible differences from fully raytraced images (effectiveness varies greatly between applications).

Rendered on AMD R7 2700x at 5120x2160.

Radial Engine was rendered with minimal primitive geometry. The vast majority of the engine components were created using bezier curves and symmetry modifiers. This method did not result in any reduction in rendering time, but modeling time was significantly reduced for this application.

Rendered on AMD R7 2700x at 1920x1080.

1980s Office was rendered with traditional rendering on Cycles X. Additional care was taken to accurately replicating the topology and internal rate of refraction on glass panels used in early CRT monitors. Bezier curves and screw modifiers were used to procedurally create coiled wires. Volumetric fog was added to give visible light dispersion from the lamps. Procedural wear and tear texture was applied on all surfaces.

Rendered on AMD R7 2700x at 1920x1080.

Western Train Robbery was rendered with traditional rendering on Cycles X. Procedural noise was applied to the volumetric fog for realism. Low amounts of sampling was utilized to replicate high noise in low light 19th century photography.

Rendered on AMD R7 2700x at 1920x1080.

Asteroid Bedroom was rendered with traditional rendering on Cycles X. The room was modeled by hand. The plantary surface was modeled using procedural terrain generation developed in-house. Over 40 PBR textures were created for the materials visible in the scene.  Kodak Super8 mm film was replicated using photon statistics for sampling and bounce.

Rendered on AMD R7 2700x at 1920x1080.

Land Rover was rendered with traditional rendering on Cycles. The 3D geometry for the Defender was a free engineering model, that I optimized for blender. All the terrain and texture were created by me. Attention was placed on replicating the mountain face and perfected the car's subsurface paint.

Rendered on AMD R7 2700x at 1920x1080.

No Bear was rendered with traditional rendering on Cycles X. This scene uses minimal geometry with less than 1k polygons. To make up for the simplicity, great attention was put into procedural texture generation. The water texture was created using wave simulation baking, and covers a flat plane. Ice uses extensive subsurface scattering.

Rendered on AMD R7 2700x at 1920x1080.

Philippine Hut was rendered with traditional rendering on Cycles. It utilizes relatively simple geometry and textures. Immensive attention was placed on replicating the look of humid, tropical air through volumetric fog and particles.

Rendered on AMD R7 2700x at 1920x1080.

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