Saturday, April 26, 2014

Promotional visualization of new, sleeker, brighter ATM panels for signage company Image One Industries.
Sculpted in Zbrush, based on 2D painting by another artist. Project was done for signage company Image One industries.



Demo Reel

Friday, September 21, 2012

WIP shots of my next reel project

Some WIP shots. (ignore the topology of the human.i was being impatient.that's just a placeholder, it's awaiting revised scultpting and retopology)
Once I have these models finalized (trying to get them critiqued by industry professionals at the moment) I will begin the UVing process, and from there the exciting stuff begins.This is my first demo reel project since graduating.



Tuesday, December 27, 2011

Ok, people! It's update time!

Ok. So, since having taken my compositing 2 class, I had the privilege of working on a group project known as Hominid. I was one of three environment modelers for the project and was assigned to model the largest set used.It was a desert scene with a very specific intended look. I'll post that video when I have it to post, but I'm currently waiting on our project's technical director to send the crew and I the finalized version (finishing touches and the sort, ya know?)  In the meantime, I've been working hard to build up my demo reel.I've finally chosen a focus and that focus is 3D modeling. I am more interested in the hard surface and environmental aspects, but clearly have experience with organic modeling as well. I'm currently building an arcade room, complete with skeeball machines, a Dance Dance Revolution arcade cabinet, more-conventional cabinets, a free-throw basketball machine, and bubble hockey table. Here's a few pics of some of the finalized pieces. (When they're rendered out for my demo reel, they'll look much better)





Monday, September 12, 2011

Gill the Gila Monster all nice and textured

Untitled from Josh Roth on Vimeo.

Untitled from Josh Roth on Vimeo.



 This was my Texture and Lighting 2 project. I did pre-visualization work and created storyboards for this sucker in an earlier class and eventually modeled, retopologized, and rigged him. I textured him using Zbrush. I used the displacement map exportation process to fine-tune the details of the sculpt, and used Zbrush's polypainting feature to color him. All of my maps were brought back into Maya and connected using Renderman's shading network interface known as Slim.

Friday, April 22, 2011

stay tuned for the actual textured model!






Here you go, people. My long awaited Animation 2 project


I spent 5 weeks skinning and rigging this sucker.