Rocks made procedurally in Houdini.
Official Music Video for “Wildfire” by Kevin QuinnListen Here: https://KevinQuinn.lnk.to/wildfireID Follow Kevin Quinn:Instagram: https://www.instagram.com/k...
Misc. models I made for the game. Set dressing props for Tyr's temple, various realms and the lake of nine.
layout/assets/materials/lighting/post/sequences
lighting/post/base mats/level lead
Various high poly models I made for the realm travel room. Modeled in Maya/Zbrush, renders in Keyshot. Visdev by Abe Taraky.
Door high poly models I made for the realm travel room. Modeled in Maya/Zbrush, renders in Keyshot. Visdev by Abe Taraky.
These are some early lookdev explorations of Ironwood plants I did during Ragnarok pre-production. The goal of these was to solve the look/direction of the plant set, attempt to define their world/character interactions, and get approval for production. . Some of these are Zbrush sculpts, some hybrid Houdini/Zbrush workflows, and some entirely procedural. Renders were done in Zbrush (ortho/detail) and Keyshot.
layout/assets/materials/lighting/post/sequences . fx: Kevin Huynh
These are a selection of the tree/root/canopy models I made as the Level Lead for the intro of Ironwood (up to the treehouse). All models/materials/textures in these shots/videos are by me. The trees were also visually developed by me. See bottom for tree/canopy tools videos/information. . Ironwood Tree Tool: The outsourced visdev for the ironwood trees was extremely loose and it was a huge challenge figuring out how to translate the idea of a large eroded, rusted, and mangled looking metal trees. I spent some time prototyping looks and given the variety that would be needed in the set and the complexity of the look, making a tool to create them seemed liked the right solution. I decided I wanted the tool to process details onto an existing "outline" model that would define the basic shape but not need to be high poly or have any details. Tool Steps (see image): 1. Sculpt the rough outline of a shape. 2. Then the tool would process it in a variety of ways, generating curves that defined the length/simulation direction, and processing the model for thickness and an initial internal model pass. 3. I'd run a simulation on top of the processed model to generate an interesting flow and the outer metal "bark" of the model. 4. That simulation would go through a variety of processes to become more interesting looking. Adding more variety to the curves; spikes, breaks, etc. 5. The simulation would be meshed and merged with the internal model. A "low poly" version would also be generated for use in the detailing processes. 6. Scales near the canopy and rust erosion would be procedurally generated on the model. 7. A further two simulations could be run to generate melted metal on the model. 8. All of the processes are combined together into a high poly model with vertex painting for the various elements (to be read by a substance material during the baking process). 9. A noise pass is done, masked by the various elements. 10. A low poly mesh is generated. . This was a tool that took a long time to develop, luckily I had an entire plant set to develop that was more straightforward, so I slowly chipped away at it over time. In general I think this workflow was successful because it allowed me to art direct the overall shapes in Zbrush very quickly and then it was just a matter of processing them. It wasn't a big deal to go back to a shape and tweak it, then re-process it or go back to a certain cached point and re-seed for different results. . Ironwood Canopy Tool: This was an entirely procedural tool for generating the metal "broccoli" canopy set pieces that populated the tops of the trees and jungle floor. I felt not making them part of the tree models allowed artists to have a greater variety when creating the trees. There's not much to say about this tool, it only took a few hours and was pretty straightforward to make. . Parameter Serializer by Leonard Cremer (This allowed me to save off the hundreds of settings from the tool into json files that could be loaded and re-populated.)
Kevin Quinn se enfunda en un look de Alexander McQueen para la premiere de Cinderella en Los Ángeles
Built entirely modularly, these interconnected rooms are extensions of Tyr's Vault. They utilize obsidian and world tree materials made by Kevin Quinn. I had a great time producing them, and went through quite a few versions to arrive at the final look. Original concept for the space done by Abe Taraky. They are also the primary spaces where the vast collection of treasure and tributes from across the world are gathered - too much to be done so orderly. Working out how to do the treasure and make it all work interactively was an interesting challenge. The saw and crusher traps in the hallways were made by Nate Stephens.
Cavedweller (2004)
daria morgendorffer, jane lane and quinn morgendorffer