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Reel Breakdown

  • Writer: jerron chuck
    jerron chuck
  • Mar 25, 2020
  • 2 min read

Updated: May 16, 2023

This is a breakdown of works created by me in the order of the reel, it is also important to note that all this appearing in this reel was created by me and they were based off of real world references created in pure Ref a moldboard software.



Workstation

This was a personal project I did where I tried out Redshift for the first time. I also used Maya to model all the assets as well as substance to texture them, Rizom to UV and I also utilized Redshift volumetric lighting to get that foggy look. I also gathered references of old garages as well as industrial objects.

Attic

This was modeled in maya , textured in substance and rendered using redshift. I also used marvelous designer to create the pillows and sheets.

Sci Base

This was a personal project I created, was modeled in Maya, textured in substance, and rendered in real-time using Unreal Engine. Really wanted to focus on scene layout and lightning as I aim to get the best quality out of Unreal Engine.


Beacon "Scad Senior Project"

This was created for my final senior project at scad "savannah College of Art and Design" it was all rendered in unreal and I also used various software such as Houdini, Maya, substance painter, mega scans, speed tree, and rizomUv. Really enjoyed this project and I also have a part 2 to this scene coming soon.

Abandon Apartments

This was created for an art test I did, in which I had to create an abandoned apartment from reference within 10days. My workflow for how I made everything really came down to me and my personal preference. In addition, I used software such as Maya for creating the modular assets, Zbrush for creating high poly versions, Houdini to poly reduce the high poly assets as well as triangulate them to low-poly assets, substance painter to bake the high on to the low as well as created some textures, and I lastly used mega scans for scanned objects as well as texture, decals, and foliage, speed tree was also used to create trees. All this was lastly built in the unreal engine 4 software

Terminator Project

This was a project done for my texturing class. This model was modeled in Maya and textured in substance, and rendered in Arnold


 
 
 

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