To combine your hobby/profession with that of one of your fandoms is always extra fun. So I decided to create a 3D character of my favourite Doctor incarnation, the one portrayed by the brilliant David Tennant.
The model is sculpted in ZBrush with Marvelous Designer for creating a base for the clothes. Lowpoly and game hair made in Maya. Textured with Substance Painter.
To increase performance I decided to separate the suit and the coat. During the simulation of the clothes to its final pose, I added a wind element to bake the coat bellow out from behind.
This is a 3D printed framed art for a dear friend, sculpted in Zbrush. After printing, I spray painted it in white and mounted it onto a wood panel and fitted into a frame. It was received with much joy by my friend.
This is a character from my book project and her name is Meritali. An Elf at an visual age of about 40 (she is a lot older than that though, it's an elf thing) with a heavy burden and lots of setbacks of late.
The model is sculpted in ZBrush with Marvelous Designer for creating a base for the clothes. Lowpoly made in Maya where I also rigged it (HumanIK) and set-up of Blend shapes for the face. Textured with Substance Painter across three main sets of textures (Body, Clothes & Coat).
38 000 tris
30 000 tris without the coat
43 000 for the hair alone (not optimized nor done)
This is my examination project for my last year at Futuregames in Stockholm at the end of 2016. She is a Sergeant
First Class in the Swedish army fighting a fictitious second winter war along side Finland against a common enemy.
This is also my first likeness modelling and I modelled the face of the character after the American actress Mireille Enos.
The model is sculpted in ZBrush with Marvelous Designer for creating a base for the clothes. Lowpoly made in Maya where I also rigged it (HumanIK) and set-up of Blend shapes for the face. Textured with Substance Painter across three main sets of textures (Body, Clothes & Coat). Shoes are based on a photoscan.
44 000 tris
39 000 tris without hair
This is my second likeness sculpt. A bust of the late Pete Postlethwaite, brilliant English actor.
The model is sculpted in ZBrush Lowpoly made in Maya where I also did a simple rig. Textured with Substance Painter across two main sets of textures (Body, Clothes). Rendered in Marmoset Toolbag 3.
Environment Art assignment for four weeks. I decided on making Apartment 33 in Deus Ex: Mankind divided; a part of Prague that touched my heart with its mix of old architecture and modern. I decided to add an elevator which was sorely lacking. After all, no augs allowed, just naturals; and they got tired feet.
The scene is built and rendered in Unreal Engine 4. All of the modular pieces was made in Maya and most of them textured in Substance Painter. This was also an PBR assignment where we had to craft a couple of Materials just using Photoshop (examples further down).
This next one is an alternative lighting scenario in which there is an emergency going on that warrants and evacuation of the tenants. I played around a bit more with colours with this one; with lights running sparely on backup generators where none essential lights turned calming blue, green showing the way out and red tells you where not to go.
A two-year vocational education with focus on advanced 3D graphics for game development; with texturing, rigging and animation with a wide range of software used in the industry. Involving 3 game projects made within group in a manner that imitate an industrial standard.
A two-year vocational education with focus on learning the basics in 3D modelling, rigging and animation using Maya, Photoshop and more. Ending with an examination project where I single handed made a 3 minutes animated short film.
Photogrammetry, character creation and more.
Running a very successful business in the virtual world of Second life; crafting and selling virtual products. Involving: Texturing, 3D modelling and rigging. Later on even complex interactive systems for customization.
Developing of webpages, posters and marketing material for clients in Stockholm: Including stage entertainment companies such as Hamburger Börs, Wallmans Nöjen, 2Entertain, and Act Stockholm.
For this game project I was in charge of the main character; from Sculpting and lowpoly to texturing, rigging and animation. Later on in the project I also helped out with VFX. Material setup in UNITY 5 using Shader forge.
For this game project I made modular environmental art and VFX with material setup in Unreal Engine 4.
In my role as Group leader (since 2015), I was in charge of 7-12 volunteers to make sure streets were properly closed off and maintain security while the parade passes by. As a Section leader (Since 2017) I was in charge of two group leaders.
Currently working on an untitled Sci-fi/Fantasy book project while commuting. To date: 110K+ words/200+ A4 pages.