Since starting 3D in ’99, I have done it all, including but not limited to, modelling photorealistic windshield wipers for Toyota, creating models for medical diagrams, 3D representations of biological markers, real-time graphics for small indie projects, and contributing to the unreal4 community.
Most recently I’ve worked on the creation of a Virtual DJ / Dance experience for RedPillVR, primarily on set optimisation, prototyping blueprint for dynamic VFX (Audio LifeForms), and creating a dynamic Virtual Camera system (VCam) for representing VR worlds on 2D screens. Also built sets, assets, textures and lighting.
Previously I created large-scale scenes and artworks via traditional and drone photogrammetry for Reality Virtual. The church on my artstation is one such scene, constructed using photogrammetry from a single pass of 2.8 billion points, which was then decimated, re-projected with normal maps, and partially de-lit diffuse back down to a VR ready scene in UE4.
Hope to hear from you soon.
Alex
*built prototype virtual camera system for VR and custom 3D display type.
*built environments and assets
*created audio life forms that are dynamically driven from audio
*built tools for optimization
*prototyped IK system for VR
*built finale version of virtual camera. Dynamically driven camera swapping and spawning system along with user controlled dollycam style pawn
Custom dome display and 3D wall implementation with camera controls
*pie ( play in editor ) 3D wall preview system
*set optimization
*lighting
*video production
*ui
While I worked at reality virtual I solved many optimization issues with unreal's differed rendering pipeline and VR performance. I also developed many different shaders and master shaders that gave the flexibility to generate workable PBR style lighting on raw photogrammetry assets. I was also responsible for working out engine fix's due to custom code and 3rd party plugins.