Derek Jenson - 3d Artist
  • 3d Blog
    • Resume
    • Endorsements
    • Contact Form
  • Visualization
    • Reading Nook
    • Mountain Cabin
    • Urban Apartment
    • Skylight Foyer
    • Jersey Diner
  • Video Game
    • Independence
    • Numbershire
    • Appaloosa
    • Tony Hawk Shred
    • Tony Hawk Ride
    • Army of Two 40th Day
    • Tomb Raider Underworld
    • Tomb Raider Anniversary
    • Wardevil
    • Half-Life 2
    • Desert Fighters
  • Commercial
    • Sprinter
    • Money Tree
    • Motorola
    • Ontario Infra
    • Touareg
    • Gamer
    • TerreStar
    • Phantom
    • DNA

Welded Railing

6/20/2020

 
I received a pile of scrap metal from a friend. Wanted to build a railing but had to meet city code with the scrap metal given to me; was challenging because no single remnant was long enough to meet the height requirement. I came up with this offset-45 design as a solution. Happy how it turned out!
Railing Complete 1
Railing Complete 2
Offsets
Clamped Corner
Big D & Little D
Raw Steel

More Voxel Prints

12/2/2018

 
​3d prints hot off the voxel printer...
Picture
Picture
Picture
Picture
Picture
Picture

DNA print

12/1/2018

 
A physical print of a DNA model.
Picture
Picture

3d Printed Models

11/11/2018

 
Some of my models 3d printed. Surreal to hold something in the physical world which previously only existed in digital space. Very cool. These two are made from Nylon.
Picture
Picture

Familiar Sculpt

11/13/2015

 
Ni No Kuni game fan art! I imagine this is how a Familiar would look in the current generation of realtime graphics.
Picture
(click image for larger view)

A Horse... Of Course

8/9/2015

 
A realtime interactive horse asset in Unity. 19k polygons and 4k texture maps.
Picture
Picture
Picture
Picture
Picture
Picture

Megatexturing the Corner Store

6/7/2015

 
Sadly the Corner Store was cut from Surviving Independence so I'm posting a couple screen captures to archive the level. There wasn't enough production time to add the unique gameplay and scenarios for this level. One video shows the completed base modeling and the other shows nearly final environment art.
Independence has over 500 models & 1000 textures in it. As the only artist on the game, I had to develop fast production techniques. Knowing I wouldn't be able to hand-paint most of the textures, I created an uber shader network. The shader looked-up vertex values I would flood fill onto polygons while modeling. The shader then applied the appropriate base colors for the level theme and added some color variation , edge wear, & damage. I could then bake all the level textures with a single push of a button. This texturing method was similar to a Substance Designer workflow, but lightweight and without having to leave & return to the base 3d application. Below are screen captures showing this technique applied to props in the Corner Store. While this level was cut from the game, this method helped ship the other 37 levels!
Picture
Picture
Picture

Crawler

2/13/2011

 
Sit, Ubu, sit! Good dog.
Picture
(click image for larger view)
Picture
shade & wire viewport
Picture
UV layout
Picture
detail close-up; teeth & feet
Picture
rig
Go fetch.

Grunge Texture Map

10/2/2010

 
Grunge texture test for the Rolls Royce Phantom model.
Picture
junkyard dog
Picture
8k grunge texture

Old (2001) Rig & Nurb Model

2/21/2010

 
I dug up this character from a backup drive. I made this in 2001. Organic forms had to be made with nurbs and extra care needed to be taken to make sure the surfaces didn't pull apart during animation. Lots of tricks had to be used to join surfaces and create hidden blends. Strangely rigging and animation tools haven't advanced at nearly the rate of modeling tools. Fun flash back in time.
Picture
tough job to blend the surfaces together
Below are some rig tests. Rigging hasn't changed too much in the last 10 years. Tools to do the job have been streamlined, but we've been moving weighted points based on simple armatures for long time. Dual quaternion skin deforms help, but muscle systems have stayed proprietary.

    Derek Jenson Blog

    email@derekjenson.com
    (541) 221-3419
    Resume
    Endorsements
    Contact Form

    My website serves  to archive experiments, document projects, share techniques, and motivate further exploration & artistry  in 3d space.

    Archives

    June 2020
    December 2018
    November 2018
    March 2017
    February 2017
    January 2017
    December 2016
    December 2015
    November 2015
    August 2015
    July 2015
    June 2015
    July 2014
    June 2014
    March 2014
    January 2013
    November 2012
    October 2012
    August 2012
    June 2012
    May 2012
    August 2011
    March 2011
    February 2011
    January 2011
    December 2010
    November 2010
    October 2010
    September 2010
    July 2010
    February 2010
    January 2010

    Categories

    All
    Animation
    Baking
    Compositor
    Hair
    Ice
    Lighting
    Modeling
    Realtime
    Rendering
    Rigging
    Surfacing
    Welding

email@derekjenson.com
(541) 221-3419