3D Art
A collection of 3D art pieces, renders, and visual experiments created with various tools and technologies.
A collection of 3D art pieces, renders, and visual experiments created with various tools and technologies.

WebGLJune 2024
A study on lights and shadowsin WebGL using ThreeJS. Check it out Live: Here

WebGLJanuary 2023
A puddle shader that evolved into a fully fledges composition. Check it out Live: Here (Desktop recomended)

WebGLJune 2022
Over the weekend, challenged myself to create something photorealistic using Three.js and React-three-fiber. Megascans almost makes it too easy! First step towards massive Unreal-like environments. No code, but trust me, this runs on the Browser in real time!

Unreal EngineJanuary 2020
3 weeks in the making, over 100 hours and 53 crashes. Starting to get a hang of Ue4 and blueprints. Excited to learn more.

Unreal EngineDecember 2019
Spent a couple months learning Unreal engine 4, Megasscans is my wet dream. Swipe 3 times for a full render. Inspiration? Simon Stalenhag phenomenal.

Substance DesignerOctober 2019
Made 100% in Substance Designer. Both aspects are different materials with different graphs. Available for purchase here - https://artstn.co/m/qJnl

Substance DesignerOctober 2019
Made 99% in substance designer, the only bitmap used was for the painting itself. Will make a generator out of it and put it up for download

Substance DesignerSeptember 2019
Fully procedural 100% Substance Designer tracks and Asphalt material. The Tracks can be turned off and converted to pure asphalt. Available for purchase here - https://artstn.co/m/oNKP

Substance DesignerSeptember 2019
Fully procedural 100% Substance designer quilt material inspired by Aaro Syrjänen. used his technique to get those loose fibers.

Substance DesignerAugust 2019
A pile of PlayStation 2 memory cards made 101% in Substance Designer. A little homage to the system that got me into gaming and eventually game art and texturing. This project made my mind melt with the sheer complexity of making a layered look with a ton of depth without FX Maps. Learnt a lot though.

Substance DesignerAugust 2019
Fully procedural Damaged keyboard material created in Substance Designer. This material features fully customizable damage patterns and RGB lights. We all love RGB, right...? The key caps are controlled by a bitmap as seen in the heart pattern, a great gift for the loved one.

Substance DesignerAugust 2019
Arabian wall texture I made based on the Bricks I made a month ago. Nice way to warm myself up after a vacation lol. Used a bitmap for the painting, it was surprisingly difficult to make a layered material like this. Enjoyed it thoroughly. The damage is controlled by a greyscale bitmap, that means you can use any shape to create the damage. Here I use the art station logo and some cloud silhouettes.

Substance DesignerJuly 2019
Fully procedural damaged Park Pavement made in Substance Designer and rendered in Marmoset Toolbag. This was any first and biggest project yet. Took me at least 12 hours to get everything right. Learned a lot from this. This material was inspired by Dan Woje’s Concrete Sidewalk Material here on Artstation. The cracks propagation is randomized by using a directional warp with a very high intensity, driven by the same tile generator with the color random slider all the way up. Credits to James Sky on YouTube for this tip. The Manhole is based upon the “Manhole cover on Cobble stone” material by Substance Share user - eedobab7726. From this material I extracted the high map and integrated it into my own main concrete mix. The leaves were based upon the “Moment of zen” material by Substance Share user Ken Jiang. The man leaf shape was extracted from this material and scattered using a Tile Sampler node. The water is just a simple water level node added onto the tail end of the material.

Substance DesignerJuly 2019
Damaged brick material crated entirely in substance designer. 5 hours of trial and error from start to finish.
...and a lot more to come!