3D Case Studies

// OVERALL 3D work?

Many of my 3D projects for clients center only around their logos & social media stingers. My personal touch is a bit more corporate structured in these, but ive been creating wireframes for over 10 years..

I love using C4D, & defining that true reflective texture on the objects models ;it’s underappreciated. I’m always searching for ways to expand the visual aspects of anything I can, but the details are in the subtlety. Many clients don’t request it, or ask to have 3D removed for a simpler look until about 2017 really. Below is UCOT, a really small intro for a company in Africa. Heasked me to create for him an intro like the “MARVEL” intro.

these are client only requests.
// UCOT CASE STUDY
// 3D & MORE/RAY ANGRY CASE STUDY

I was recently on the ceative team as “graphic designer” in this exciting new music video by my client Ray Angry  Check it out below.

For a later promotion, these VOXEL objects representing ?uest Love, Black Thought , Liv & Ray try to show off some

AR AR

Export objects to Unity engine and build low-poly containers. Map it out.

// 3D & MORE/GUY FIERI JOHNNY GARLICS  CASE STUDY

I was the head designer for Guy Fieri restaurants  Check it out. 

a huge fan of refelective environments.

I can actually recreate this & make it spin since I still have the original 3D FILES.

I managed to help plan and assist with major new site location roll outs. 2010-2012

CREATE and finalize character models

Sculpt in Blender 3D

Export objects to Unity engine and build low-poly containers. Map it out.

I have a host of template only work which mainly just showcases my video editing, and choices.

MY TEAM IS ALSO JUST INCREDIBLE, putting that into immediate perspective, my direct advisors are highly awarded artists, Marvel /DC/Triple A project tested. I only refer to two people in that, there are also access points for interns or coders from games our collective has directly participated in, HANDS ON.

I fell it is important to say that one of the most important contributions I feel I can make is my decades of experience playing polygon driven games and being a part of those communities since the 90’s until now. The hopes are that I can help us avoid release pitfalls in excess.

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