Detail-oriented 3D Modeler with Production Management capabilities more than a years experience working in a collaborative group environment, designing, creating, managing, and completing an animated short film with multiple accolades awarded within the film festival circuit. Interested in further developing a 3D Modeling skill set in a team-based culture inside of the Video Game or Simulation Industry.
Proficient in Autodesk Maya, Adobe Suite Applications, and Microsoft Office Suite.
Diversified skill sets include designing, modeling, uving, surfacing & shaders, texturing, animation, lighting, rendering, marketing, advertisement, editing, administrative support, and production management.
Excellent interpersonal, phone, and digital communication skills.
More than three years experience in customer support related jobs.
Oviedo, Florida firstname.lastname@example.org
1951 CHEVY TRUCK
This 3D Model was based off a 1951 Chevy Truck with a wooden flatbed for the rear. The model itself was modeled, UV’d, surfaced, lit, and rendered in Autodesk Maya 2018 with shaders intended for Arnold. All texturing and normals were done in Photoshop CC.
PURPOSE AND VISION
Upon starting this personal project, I had it in mind for the model to be used in simulation or gaming as a high quality asset that would be interacted with and close to the camera. I also modeled some of the underside of the car, for purposes of it flipping over too within game
Press play on the image to the left to view my model in an online virtual environment. You will be able to check out multiple layers such as normals, wireframes, etc .
Due to Sketchfab having its own personalized viewport system (shaders, lighting, etc) you will not be able to view my Maya lighting setup within but Maya rendered images are located below on the slider at the bottom of the page.
Expertise Used: Modeling, UVing, Surfacing, Texturing, Lighting, Rendering // PHOTOSHOP CC // AUTODESK MAYA 2018// ARNOLD
SPECIAL THANKSPALAT on smcars.net, and the site itself, for offering free to use car blue-prints ||Pxhere.comfor being such an incredible CC0 Public Domain site. My textures came from photos off here ||HDRmaps.comfor allowing me to use your free HDRI’s for personal use
13,013 Quads / 24,211 Tris
Model has a total of 10 shaders: Car Paint, Lights, Chrome, Textured Chrome (for the hubcaps), Glass (For windows), Matte (For under truck), Rearview Mirrors (Mirror Shader), Silver (Piping), Texture (Rubber Wheels), Woodgrain (Wood) Textures
The whole model uses one 1024×1024 texture map and one 1024×1024 normal map
I began the process by finding and incorporating orthographic blueprints of a 1951 chevy truck. After fixing and aligning the images of the different sides of the truck inside of Photoshop, I went ahead and placed View Planes in Autodesk Maya 2018 in each of the corresponding orthographic views.
To begin modeling, I started off with a plane that I lined up with the side and front perspectives. Throughout the process, I used a mixture of extruding the edges, as well as inserting edge loops, target wielding vertices, and moving back and forth between three orthographic perspectives to line up the vertices to the curvature of the car. Once I had the car built up, I grabbed the faces and extruded slightly inward to create a thickness to the metal. The flatbed in the back was made mostly from primitive shapes (cubes, spheres, and the like).
UVing was rather simple as I utilized the new Maya 2018 UV tool panel that is now attached the Maya UV Editor. After initially UV unwrapping the different objects (some were unwrapped through cylindrical mapping and others through planar mapping), I made sure to turned on “Shaded” which allows the UV shells to be shaded two different colors and flipped those that had reversed UVs. I then fixed seams to be where I wanted, unfolded, made sure the checker pattern was distributed equally in size throughout all surfaces, and then aligned all objects onto a total of two UV sets, with just the texture taking up one UV set.
I then applied shaders/surfaces to the exterior of the model. I messed inside of the Hypershade inside of Autodesk Maya. Since Arnold is the newer and more powerful rendered Autodesk just came out with, I chose to make most of my shaders from the aistandardsurface shader. Inside it’s attribute editor, I edited things like weight, color, diffuse, metalness, anisotrophy, and lastly normal mapping (which is now down through the geometry>bump mapping section).
Texturing was done inside of Photoshop. I imported the UV snapshot from Maya and found free, non-commercial images online that I edited, cut, and placed over certain UV shells. This process was iterative as different images have different layers that need to be added depending on if the picture fits perfectly or needs to have it’s color balance changed, it’s exposure increased, or a myriad of many other things.
Once each shell that needed a texture had one that I felt was quality. I went ahead and inside of Photoshop, created a normal map using one of it’s newer tools and adjusted as I saw fit.
After attaching all textures and normals to the object, I went ahead and lit the environment, starting with creating a simple ground base for the car. I then created an Arnold Sky Dome Light. I added an HDRI map that I saw as fitting and worked with the car, and then adjusted settings in it’s attribute editor, such as Intensity, Exposure, and Shadow Color.
Lastly, I set up the camera to the areas of the car that made good shots and rendered different perspective frames. Maya render can be seen on the image slider below.