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3D Artist

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This is a modular Western Saloon, that has been left is a drunken state. In creating my scene i was inspired by red dead redemption 2 and old western movies such as The wild bunch and The magnificent seven. Everything is model using Maya and baked in substance painter as well as textured. I used substance designer to create the repeating wallpaper texture.

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Davian the knight was a fierce fighter and will never be forgotten.
Working on my end of the year project for my class and I made a sword and scabbard for the main character.
Decided to take them into Marmoset and develop a small scene to get some practice on composition, lighting, and a little bit of storytelling.
Sword and scabbard modeled, UV'ed, and textured by myself. Other assets sourced from the Megascans library or made in Quixel Mixer.
Scabbard = 2518 tris
Sword = 8136 tris
Two sets of 2K maps used for the sword and scabbard.
Thanks to all those who gave feedback along the way.
Thoughts & and feedback always appreciated.

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My friend Kaz Chesna asked me to create a gun for a character he made and I took on the challenge of my first gun.
Did a bit of a hybrid between a couple of gun models to see what I could come up with.
Gun model and textures created by myself, all other aspects sourced from the Quxel Megascan library.
As always feedback is most welcome.
Please also check out my friend's character - https://www.artstation.com/artwork/oA2lZB

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Project for CGMA’s, Creating Stylized Game Assets with Ashleigh Warner.
Breakdown featured on Stylized Station: https://youtu.be/XVITiYKeaNs

I’ve always loved levelling new Worgen characters through Gilneas, the architecture and setting has such a cool mood. I wanted to try and capture that same mood in the mailboxes design. Looked at the existing architecture, early Gilneas culture concepts, and Regency/Victorian era architecture to help design the concept. Big thank you to Ashleigh for her feedback throughout the course.

Twitter: https://twitter.com/AngusMcMeekin
ArtStation: https://www.artstation.com/artwork/ykJoZK
Sketchfab: https://skfb.ly/6TGpX

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"Strewn across a Wildhammer Gryphon Riders shield, lays the prize of the hunt!"
My Hero Prop scene for CGMA's Creating Stylized Game Assets with Ashleigh Warner. Was created over the a 5 week period + some polish afterwards.
Wanted to explore the Wildhammer Dwarves from WoW. I love Dwarven culture and designs across the fantasy genre and the Wildhammer were an area that felt ripe for further exploration. Had a lot of fun exploring their influences and trying to bring a part of their culture to life.
ArtStation: https://www.artstation.com/artwork/rAlv86
Twitter: https://twitter.com/AngusMcMeekin
Sketchfab: https://skfb.ly/6U8PI

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It was supposed to be a quick one, but it was so much fun that it took me more time, was definitely a challenge to translate this dramatic concept to 3d, based on the incredible art from Huimei YE

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Prudent project for a Chalanger who listens at the production company I work for, Orbtal Studios. I did the modeling, shader, lighting, textures, rendering.

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Work started from the modeling, based on the concept of the artist Matt Dixon, a beautiful art where I challenged myself in the illumination of the scene, I modeled all the objects of the scene, worked on the lighting, textures and LookDev of the scene until rendering.
Software: Maya, V-ray, Photoshop, Substance.
Concept by Matt Dixon

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I worked on this project since modeling, did the lighting and worked on the painting of all the Difuse Gloss and Reflec maps, and worked on the final rendering and finished with the post in Photoshop.
I thank my teachers Andre Rosseto and Lucas Andrade for all encouragement and support.
Concept by: Davi Augusto

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A rundown pachinko parlor heavily inspired by 1990's Japan and the Yakuza series. Had a fun time working on modelling all the assets in the scene and setting it up in Unreal. Used it as a way to help speed up my workflows from the beginning to end of my modelling process as well as trying to draw from real world reference for many of the models set up in the scene. Still not completely done yet but it is far enough along that I can post some nice shots.

Rendering using Ray Tracing in UE4 build 4.24.

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Being a big fan of the Witcher Franchise, I've always wanted to make some sort of Witcher related art. I thought Henry Cavill did a great job as Geralt so made this piece as a sort of tribute to his performance. Had fun trying out a new block out method as well as another approach to hair. I think stylised hair might be one of my new favourite things to model. I also wanted to practice making a character from scratch completely within ZBrush.
Final result is a game-ready character. 29k Tris, 4 Texture Sets ( Head 2048x2048, Armor/Body 2048x2048, Sword Assets 1024x1024, Laces 512x512)

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This environment was inspired by the underground sewer sections in Resident Evil 2 Remake.

I wanted to explore another dark dank environment, and felt a small quick environment was a good start.

The assets are all modular and game ready with PBR materials, which allowed for an quick iterations and variations until I settled on this final layout.

Modeled in 3DS Max, Textures in Photoshop and Substance Painter. World Building/Compositing in Unreal Engine 4.

EDIT: Made adjustments to the lighting of the scene based on feedback.

Images also available on website and artstation.

Website: https://nathanreckerart.com/projects/3oG8EY

Artstation: https://www.artstation.com/artwork/3oG8EY

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