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3D Artist

3D Artist Demo Reel

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My Current Demo Reel.
Folio can be found at www.alexandreadis.com

I'm currently looking for any opportunity working as a 3D Artist.
Even happy to volenteer and work unpaid!

Email: alex.andreadis84@gmail.com

Low poly black smith

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Low poly building i made based off a tabletop figure. The final image is of a simple lit render.
Specs:
Tris 395
Texutre >512x512

Submitted by designerwatts on Mon, 08/02/10 - 2:51 PM Permalink

Nice use of low poly resources. Only thing that looks out of place in my mind is the roof and the lack of it's solidness. [it's a 2D plane]

But if i was viewing this model from a table top view though that wouldn't be an issue.

Showreel

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Hi everyone:

This is my first blog, any comment would be appreciated. Thanks:)

Submitted by Anonymous (not verified) on Tue, 27/04/10 - 4:13 PM Permalink

The material you've used is great, are they eyes intentional though? They look unfinished.

I'd reduce the whiteness, bring it down to a gray, or go the other way and give them a glow and go much brighter.

Submitted by Anonymous (not verified) on Thu, 29/04/10 - 10:46 PM Permalink

A deep black would suit it better, and is more traditional with deep sea creatures. (Which is the vibe I get from this.)

-Matt

My Showreel

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My 1st try to create a compositing showreel.

Comments are welcome. Thanks.

Submitted by NathanRunge on Sat, 06/02/10 - 11:47 AM Permalink

I'm uncertain whether large portions of that video adequately demonstrate your ability. Are you attempting to market yourself as a 3D artist or a video compositor? If both, I would recommend you do so in separate showreels do demonstrate only the appropriate abilities for any job for which you apply.

That said, I'm not an artist and nor do I work in HR, this is just my quasi-professional opinion.

Submitted by Tejay on Sat, 06/02/10 - 7:09 PM Permalink

Its an alright start, i might suggest though that you should never render backgrounds in black, your house is too hard to see anything other then black and a light source. If you want a dark background then have a small amount of self illumination on the model. Nothing in games or film has a jet black shadow that blocks everything unless its intentionally for artistic purposes. It never hurts to display some stats for your work, as in time spent, texture size, tri count. With your dragon rotation its way to jerky, i would recommend a smooth 360 rotation, if you want to show close ups have some nice still renders. It also never hurts to have your email always showing throughout the reel in a bottom corner.
Keep at it, a great demo reel is all about polish.

Submitted by Anonymous (not verified) on Tue, 09/02/10 - 4:51 PM Permalink

Please understand, people show no mercy when it comes to art. Everything you see around you is commercialized to the point that it's flawless. People will compare you to those flawless works of art, no matter how much you ask them to give you some slack because your just starting out. Ask yourself this, if you were to see a movie in the cinemas, would you watch it if it looked like your reel?

Submitted by tojo on Thu, 11/02/10 - 9:43 PM Permalink

shows that you are starting to understand some great principals behind compositing, and 3d to that matter.
keep up the good work. the last comment is very true in the industry.. set your goals high and keep up with the journey.

doctor head

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ugh, feel like i'm spamming way too much latley -_-

anyways, did this quick head sculpt halfway through my big batch of hethe heads i did just recently... Wanted to see if i was learning anything and tried just messing around with no idea of where i wanted to go with it... weird but i kinda like it ^___^

speed heads

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got inspired by some sketches by hethe once again :P (http://cghub.com/images/view/4425/)
About 30-40 minutes each give or take... can't stop doing these, too much fun ^_^ (4 more to go)

edit: callin it a day on these. Had heaps of fun and think i learnt heaps from them too... Off to do some full chars for now :)
(yeah i crapped out on the last two :P)

Submitted by Anonymous (not verified) on Sun, 07/02/10 - 8:13 PM Permalink

amazing, you guys have some great skills and patience and imagination. Cheers christine

Submitted by Anonymous (not verified) on Mon, 08/02/10 - 2:30 PM Permalink

Some nice work.

5 star general -finished

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woo, one down, 2 more to go :P (for my folio update)
was fun doing somthing stylized for a change ^^
Based off an original concept by hethe: http://cghub.com/images/view/38426/

Submitted by Anonymous (not verified) on Sun, 13/12/09 - 3:22 PM Permalink

Awesome!

Tauren Hunter model

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Greetings guys, this is my latest 3d model referenced from a toy design from the WOW universe. The character is called Korg HighMountain, I'm sure many of you who plays WOW would recognize him in some form. I really love the concept art and design of the creature so I went with a more realistic and gritty approach in textures and modeling. The model has 12k polygons including all the amours and accessories. Two 2k * 2k texture layouts, each consists of Diffusemap, Normalmap, CavityMap, Ambient Occlusionmap, Specularmap and Alphamap for furs. The high res model was sculpted in Zbrush 3.1 and refined in Maya, finally rendered in Mental ray. Please feel free to criticize and comments will be appreciated. Cheers

5 star general wip

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Submitted by souri on Mon, 23/11/09 - 3:55 PM Permalink

Really great stuff, man. You've certainly got the knack for doing cloth! Interesting proportions you have there too.

Submitted by Nizza_waaarg on Wed, 25/11/09 - 12:17 AM Permalink

hehe, thanks man. Felt i really needed a change of pace from the generic, ut3 proportioned military char's i've been doing so much of latley.
Plus I really need some hard surface/sub-d modelling practice. That helmet is gonna kill me >_<

Oh, pouches and gloves up in here too. Almost finished save for the helmet.

http://nizza.files.wordpress.com/2009/11/03a.jpg

http://nizza.files.wordpress.com/2009/11/03b.jpg

female char

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Submitted by Anonymous (not verified) on Fri, 20/11/09 - 11:56 PM Permalink

looks good. hair could use a bump or something. it looks a bit flat right now. the V on her back is too strong and not quite in the right place

Submitted by Anonymous (not verified) on Tue, 23/02/10 - 2:09 PM Permalink

I like the fact that she looks like a real girl rather than the weird testosterone fueled male fantasies which usually inhabit these pages.

Submitted by MyName (not verified) on Fri, 17/06/11 - 5:04 PM Permalink

That was the first thing I thought too.

Nice work. Great to see something real (in the portrayal of a woman).... and art that isn't a zombie or robot.

Submitted by Anonymous (not verified) on Tue, 23/02/10 - 4:21 PM Permalink

Yes the V shape on her back is too big, no one has a tail-bone definition that long

Submitted by Anonymous (not verified) on Mon, 09/08/10 - 7:14 PM Permalink

thanks

Emma Frost - White Queen

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Hey guys, Next character off the ranks for me, Emma Frost the White Queen, this was my entry for the 2009 Comicon Challenge over at GameArtisans.org. THe budget was 10000 triangles and 1 x 2048 textures. She is 9700 Triangles and 1 x 2048x2048 diffuse specular and normal maps. I really enjoyed working on her, I hope you guys like her too!

Submitted by Anonymous (not verified) on Wed, 02/09/09 - 1:24 PM Permalink

I really like the textures!!! good job!

Submitted by souri on Thu, 03/09/09 - 11:44 PM Permalink

Face, fingers, anatomy, everything is just phenomenal. What can I say other than really, really, really excellent work :)

Submitted by Anonymous (not verified) on Fri, 04/09/09 - 9:22 AM Permalink

Nice! But get your mind out of the gutter, Troy! God damn. And do some better job.
<3 Travis

Submitted by Anonymous (not verified) on Mon, 23/11/09 - 7:46 AM Permalink

WOW! You've got some serious skill, very impressed with her. Where did you do her in? Where did you study?
Thanks

Submitted by Anonymous (not verified) on Sat, 13/02/10 - 9:22 PM Permalink

Hey thanks,

She was completed in Max 2008, Zbrush 3.5 and photoshop cs3. I studied at home by myself :)

In reply to by Anonymous (not verified)

Tsumea team 3 progress!

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this a work in progress of the Capital ship for Tsumea game thingy team C.

note the complete lack of smoothing =)

Submitted by Johnn on Sat, 15/08/09 - 3:44 PM Permalink

Its exciting to see the sketches appearing as models! I think I had posted this before, but if you need /want any further illustrations or paintovers to help with fleshing out details send me a message and I'll try to make some time to supply more visual input.

Submitted by suggo on Sun, 16/08/09 - 5:20 PM Permalink

Awesome, looks good so far. I will hopefully have more info about the game structure to get started on putting it together soon.

Secret Agent Amaya Borghild

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WANTED: Amaya Borghild ( A-my-a Bor-jill-da )

Agent in the order of the dusk rain, a guild of elite 'honorable' assassins. Amaya is 28 years old, 5'10 and 122lb and although only a lowly koyakunin rank within the guild, she is more than a match for dozens of our elite soldiers.

Its rumoured she wields the legendary Star Souba one of the 12 swords of creation. It is said that this blade was first weilded by Lord Ozutsu Borghild during our worlds creation, to slay the sun and bring about the first stary night.

Amaya is deadly calm and deathly cold in emotion, avoid close confrontation at all costs.

- Reece Dhamser, Commander - Her Majesties Royal Gaurd.

Im calling her done, still some things id like to do, and maybe ill repose her for another shoot at some other stage - id like to explore her guild, maybe make her sensei or a higher ranked swordsman from the order of the Dusk Rain.

Programs Used:

3DStudio Max 2008
Zbrush 3.2
Adobe Photoshop CS4
Marmoset Toolbag

Submitted by designerwatts on Wed, 12/08/09 - 11:07 AM Permalink

A fantastic piece of work here HazarD. The costume design screams of dark 80s/90s to me.

The sword and overall feel make it feel like it belongs in a highlander movie. I mean that in a good way. :)

"There can only be one!"

Submitted by souri on Wed, 12/08/09 - 4:15 PM Permalink

That looks awesome, man. Can't find any fault with it. Would love to see a close up shot of her face though!

Submitted by Vegas on Wed, 12/08/09 - 8:17 PM Permalink

Beautiful work mate, Been watching this thread over at GA.org. A simple but stunning piece. I love the larger proportions too. Keep the work coming, can't wait to see Emma Frost done!

Submitted by AppleStrudle on Wed, 12/08/09 - 9:25 PM Permalink

Looks fantastic mate!

I love the detailing on the leather and the leg straps. Would it be possible to post a couple of the maps?

Normal and diffuse would be great :D

Hello!

Journal Category

Hi,

My name is Eric, Im in Year 12 this year. Im studying in Melbourne at Melbourne Grammar. I enjoy doing 3D arts, video editing and some Post-Production.

I work with Autodesk Alias Maya, i have been using Maya for a bit over 4 years now. I focus on rendering, lighting and material skills right now, as I wish to create a really realistic render. I mainly have done automotive models and some basic scene modeling.

My current work is a Mercedes Benz C63 AMG, which i have modelled from scratch in Maya. It is a Mid-Poly model. Im still working on it. I dont use any textures, bump maps for my model, I model every single part i see.

My current rendering work is for a friend, who modelled a Nissan GT-R. I use his model to bring out his eye for detail and accuracy, but to also help me improve my renderings. In my renders, I mostly try and not use images for textures, i mostly use the material and texture options inside Maya.

I attached some of my works.

You can contact me through my details on my deviantart page. www.etfnehme.deviantart.com

Thanks,

Submitted by Anonymous (not verified) on Thu, 23/07/09 - 7:53 PM Permalink

Your work is impressive for a year 12 Student. I'm assuming you are self taught?

I paid $14k for a course and I don't think i could produce work this impressive. Well done mate. I'm a fan.

Josh.

Jet 3D - Modelling Freelance

Journal Category

I am a senior 3D artist with over 15 years experience.

This experience allows me to produce 3D artwork with extreme accuracy and speed.
Complex and low poly models for characters, devices, sets and including organic modelling.

Absolutely anything can be produced from sketches or photographic reference.
Using the industries latest hardware and software, to produce the highest quality in the shortest time.

3D Modelling - Rigging - Lighting - Texturing - CG set and prop making - Animation and Training.

Regards, Jet

www.jet3d.com.au

Images: Old Folio 2006 - Part 3 - The Snacuum

This contraption is the reason for my username and is my pride and joy of the years I spent studying at A.I.E. My role in the creation of a working game level for our last assignment was to make this device, pivotal to both the story and gameplay of our level.

This vacuum/hovercraft/animal catcher was made to collect cute animals and deposit them at the factories of a giant totalitarian fast food company in a fictional steampunk future, think "Abe's Oddysee."

Designed to be reasonably low poly but not overly so since it takes up a lot of screen space and is in essence a whole player character. I believe it to be close to 6000 tris and uses 512,256,128 sized texture pages including a tiny specular map for highlights. It was my first stab at normal mapping, created without normal sculpting programs. It contains a basic rig and morph targets attached to it's tube and nozzle "mouth."

Images: Old Folio 2006 - Part 2

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Part 2 of my old folio.

The creature is part of a low-poly set that each team member had to create a variant of the species. It had an approx 3000 tri limit, 2 x 256x256 diffuse maps. It is fully rigged and was part of learning to create a rig that does not conform to the human shape.

The canyon is part of a team assignment to create a low-poly race track environment in a uniform style. Our theme was looney tunes in space, my responsibility was to create the canyon near the secret alien base.

And finally...

Images: Old Folio 2006 - Part 1

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These are the still images of the work I completed at the A.I.E. Altogether it made my folio by graduation in 2006.

The first is a low-poly environment. The task was to create a haunted house structure and surrounds within a specifications of approx 3000 tris, only diffuse maps with maximum texture reach of 256px. Unfortunately that render is all I have left of the early project

The second is a creature I created in my spare time and used to practice my simple digital painting skills.

The Vampire Woman is a low-poly npc. Based around a modernized Victorian era style. Specs were under approx 4000 tris, 2 x 256x256 diffuse maps, fully rigged except for mouth parts.

Moving on to part 2...

Chinese General

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Chinese Ancient General

Submitted by Anonymous (not verified) on Thu, 22/10/09 - 5:08 PM Permalink

Awesome detail man! Not sure if its the angle of the shot but his arms look a bit short