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Craig Mullins has been a huge inspiration of mine for many years. This piece is heavily inspired by one of his paintings. I wanted to learn how to achieve a similar mood. If you don't know his work, check it out over at www.goodbrush.com

streetstreet
tue mar 17 2020
streetstreet
fri jun 30 2017
heavyjan-2024heavyjan-2024
sun jan 07 2024
heavyjan-2024heavyjan-2024
sun jan 07 2024
dagger-fighterdagger-fighter
sat oct 23 2021
carriercarrier
tue mar 17 2020
survivors-solitudesurvivors-solitude
fri may 02 2014

# Terraformed Environments A terraformer leaves behind tracks on the landscape it creates. With this project, I wanted to create cinematic shots with displacement landscapes and careful use of the Blender compositor. Thanks to Jama Jurabaev for his great tutorials on the topic!

displacement-landscapesdisplacement-landscapes
sat apr 22 2023
displacement-landscapesdisplacement-landscapes
tue apr 18 2023
displacement-landscapesdisplacement-landscapes
tue apr 18 2023
displacement-landscapesdisplacement-landscapes
tue apr 18 2023
displacement-landscapesdisplacement-landscapes
tue apr 18 2023

# Spike Space A messenger delivering bad news arrives at a stranded fleet of spaceships. With this project, I wanted to test the limitations of using displacement maps in Blender. I tried to convey a sense of scale and improve my cinematic composition skills. I combined a lot of 2D elements with advanced shader techniques. The clouds and most of the textures are painted in Heavypaint, then brought into Blender. Some of the background elements are also painted textures.

spike-spacespike-space
tue may 09 2023
spike-spacespike-space
mon may 08 2023
spike-spacespike-space
mon may 08 2023
spike-spacespike-space
mon may 08 2023
spike-spacespike-space
mon may 08 2023
spike-spacespike-space
mon may 08 2023

# Phone Sketches I enjoy sketching on my phone late at night! The small format helps to remove all barriers to wild experimentation. I use a Samsung Note 9.

ddr2ddr2
sun apr 28 2024
orange-armororange-armor
tue dec 05 2023
skinskin
sat feb 11 2023
racerracer
wed nov 23 2022
divadiva
tue nov 22 2022
samurai-ridersamurai-rider
fri sep 09 2022
rainbow-botrainbow-bot
sat aug 27 2022
nextgennextgen
thu aug 18 2022
wood-featherwood-feather
wed may 25 2022
green-glovesgreen-gloves
sun oct 10 2021
lancelotlancelot
wed aug 04 2021

# Pleinairpril 2022 Sketches Virtual pleinair paintings I did for the PleinAirpril 2022 challenge.

pleinairpril-2022pleinairpril-2022
mon mar 20 2023
pleinairpril-2022pleinairpril-2022
wed feb 22 2023
pleinairpril-2022pleinairpril-2022
wed feb 22 2023
pleinairpril-2022pleinairpril-2022
sun apr 24 2022
pleinairpril-2022pleinairpril-2022
fri apr 22 2022
pleinairpril-2022pleinairpril-2022
wed apr 13 2022
heavyjan-submarinesheavyjan-submarines
tue jan 03 2023
heavyjan-submarinesheavyjan-submarines
sun jan 01 2023
heavyjan-11heavyjan-11
wed jan 11 2023
heavyjan-10-3Dheavyjan-10-3D
thu jan 12 2023

# Heavyjan 10 Projection Mapping As part of my effort to combine 3D and 2D in my work, I developed a projection mapping shader that enables me to project my 2D paintings and reuse elements with very little effort. No UV mapping is required. You can see the original painting at the very bottom of this page. With this workflow I can do overpaints of existing 3D scenes, create 3D scenes from 2D paintings and enhance 2D paintings with 3D effects. I can add lights that cast proper shadows, adjust the perspective, reuse projected assets in other scenes and so much more. I might expand this toolset for a proper Blender addon in the future.

heavyjan-10-3Dheavyjan-10-3D
sun feb 12 2023
heavyjan-10-3Dheavyjan-10-3D
sun feb 12 2023
heavyjan-airplanesheavyjan-airplanes
tue jan 10 2023
heavyjan-spaceshipsheavyjan-spaceships
wed jan 18 2023
heavyjan-spaceshipsheavyjan-spaceships
thu jan 19 2023
heavyjan-spaceshipsheavyjan-spaceships
fri jan 20 2023
heavyjan-spaceshipsheavyjan-spaceships
sun jan 22 2023
heavyjan-sketchheavyjan-sketch
mon jan 30 2023
heavyjan-sketchheavyjan-sketch
sun jan 29 2023
virtual-art-galleryvirtual-art-gallery
wed apr 27 2022

# Virtual Art Gallery I designed a virtual art gallery building for this VRtual X project. Later it is supposed to house real exhibitions of VR-artwork, NFT-artwork as well as traditional art. The exhibition space is designed, so that each art medium has its a separate building. They are connected via a large plate at the bottom. This time the focus was on the architecture, not the environment. Oscar Niemeyer and Zaha Hadid were two of the main sources of inspiration for the design of the building. I modeled the building in Moi3D and exported it to Blender for further work. Later I also brought the whole exhibition space into Unreal.

virtual-art-galleryvirtual-art-gallery
wed apr 27 2022
virtual-art-galleryvirtual-art-gallery
wed apr 27 2022
virtual-art-galleryvirtual-art-gallery
wed apr 27 2022

# Rottweil Environment This panoramic rendering is part of an ongoing VRtual X project. The image will be used in Unity in combination with a custom cloud shader. It's for a VR app on a mobile device, so a prerendered background was the best option. Luckily the camera in the app is more or less fixed on top of a 250m high tower. I used digital elevation data and OpenStreetMap to recreate the landscape around the TK Elevator Test Tower in Rottweil, Germany. Once the project is finished I will be able to show in-engine content that better illustrates the final use case of this environment.

alb01alb01
mon aug 30 2021

# North Sea Island For this project, I set out to create an island that could be located in the North Sea. One of the main inspirations was the biggest German island, Rügen. It has cliffs made of chalk. I generated the terrain in Gaea. This is a very cool and easy-to-use tool for node-based terrain generation. It outputs image maps for use in other programs. As the lead artist on this project, I was responsible for the environment, scene setup and lighting. Except for the layout, I did not work on the architecture located on the island. In its final stage, this project is a panoramic tour around the beach area, however, because my main challenge was the environment I am showing a wide shot of the island here.

# Forest of Knowledge In this very large project I worked on at VRtual X we created a forest environment for a 360 panoramic showroom. Overall we did about 40 panoramic renderings in this environment. As the lead artist, I was responsible for all the vegetation and environment work. Other members of the team worked on the props that were placed in the environment. I used a lot of different Blender add-ons for this one. The trees and the medium-sized foliage were generated using The Grove. They were then placed in the environment using Scatter. The small vegetation was added with Graswald. We also used assets from Quixel and other libraries. The rendering was done with the custom Kubernetes render farm I set up for VRtual X. We have a blender addon that lets us control it from inside of Blender. It's very cool. Thanks to CoreWeave for helping me get started with that one.

# Enter XR Panoramic Showroom This 360 image is part of a panoramic showroom for Enter XR (formerly called Safety X), one of the products VRtual X is selling. Enter XR is all about safety at the workplace. The idea is that learning by doing works best and VR allows you to make all the mistakes that would be fatal in real life. The image shows as many different safety hazards as possible. Safety training is essential not only for jobs outside of the office. A lot of different blender techniques have been used for this scene. There is physics- and cloth simulation, geometry nodes, particle systems, a custom height-blend shader, fire- and smoke simulation, 3D scanning, rigging and probably more. This shows what an awesome all-round package Blender is.

# Eonos As our bachelor thesis project at Nuremberg Tech, Benno Sellin and I developed the Eonos game prototype. Eonos is a narrative design project for virtual reality from before any other narrative VR games were available. The prototype includes one fully playable level, complete with many innovative VR gameplay elements, as well as a professional German voiceover. I was mainly responsible for art direction, level design, as well as Blueprints scripting for Unreal Engine.

eonos-mood-paintingeonos-mood-painting
mon oct 31 2016

# Eonos Concept Sketches I did a lot of these concepts to establish the mood for key locations in the game. As you can see from the screenshots further along in this section, the final in-game graphics use a very similar color scheme and layout.

eonos-mood-paintingeonos-mood-painting
fri feb 17 2017
eonos-mood-paintingeonos-mood-painting
sat dec 03 2016
eonos-mood-paintingeonos-mood-painting
sat dec 03 2016
eonos-mood-paintingeonos-mood-painting
sat dec 03 2016
eonos-mood-paintingeonos-mood-painting
mon nov 28 2016
eonos-mood-paintingeonos-mood-painting
sun oct 30 2016
eonos-mood-paintingeonos-mood-painting
mon oct 24 2016
eonos-mood-paintingeonos-mood-painting
mon oct 24 2016
eonos-screenshotseonos-screenshots
sat mar 30 2019

# Eonos Screenshots One of the key locations in the game is the protagonist's apartment in Eonos, the empty city. The player arrives at this central hub at the beginning of the game. The rest of Eonos takes place in the city surrounding the apartment, so we took the chance for some nice establishing perspectives.

eonos-screenshotseonos-screenshots
sat mar 30 2019
eonos-screenshotseonos-screenshots
sat mar 30 2019
eonos-screenshotseonos-screenshots
sat mar 30 2019
eonos-screenshotseonos-screenshots
sat mar 30 2019
tpotetpote
thu mar 16 2023

# The Pillars of the Earth This is background artwork I painted at Daedalic Entertainment for The Pillars of the Earth game.

tpotetpote
thu mar 16 2023
tpotetpote
thu mar 16 2023
tpotetpote
thu mar 16 2023

The point-and-click adventure is based on Ken Follett's bestseller of the same name. Art director Simone Grünewald and Lead Environment Artist Manuel Vormwald did a great job teaching and leading the team to create a unique visual experience.

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_portfolio /
05_personal >
street
heavyjan-2024
heavyjan-2024
dagger-fighter
carrier
survivors-solitude

# Terraformed Environments A terraformer leaves behind tracks on the landscape it creates. With this project, I wanted to create cinematic shots with displacement landscapes and careful use of the Blender compositor. Thanks to Jama Jurabaev for his great tutorials on the topic!

displacement-landscapes
displacement-landscapes
displacement-landscapes
displacement-landscapes
displacement-landscapes

# Spike Space A messenger delivering bad news arrives at a stranded fleet of spaceships. With this project, I wanted to test the limitations of using displacement maps in Blender. I tried to convey a sense of scale and improve my cinematic composition skills. I combined a lot of 2D elements with advanced shader techniques. The clouds and most of the textures are painted in Heavypaint, then brought into Blender. Some of the background elements are also painted textures.

spike-space
spike-space
spike-space
spike-space
spike-space
spike-space

# Phone Sketches I enjoy sketching on my phone late at night! The small format helps to remove all barriers to wild experimentation. I use a Samsung Note 9.

ddr2
orange-armor
skin
racer
diva
samurai-rider
rainbow-bot
nextgen
wood-feather
green-gloves
lancelot

# Pleinairpril 2022 Sketches Virtual pleinair paintings I did for the PleinAirpril 2022 challenge.

pleinairpril-2022
pleinairpril-2022
pleinairpril-2022
pleinairpril-2022
pleinairpril-2022
pleinairpril-2022
_portfolio /
10_heavyjan >
heavyjan-submarines
heavyjan-submarines
heavyjan-11
heavyjan-10-3D

# Heavyjan 10 Projection Mapping As part of my effort to combine 3D and 2D in my work, I developed a projection mapping shader that enables me to project my 2D paintings and reuse elements with very little effort. No UV mapping is required. You can see the original painting at the very bottom of this page. With this workflow I can do overpaints of existing 3D scenes, create 3D scenes from 2D paintings and enhance 2D paintings with 3D effects. I can add lights that cast proper shadows, adjust the perspective, reuse projected assets in other scenes and so much more. I might expand this toolset for a proper Blender addon in the future.

heavyjan-10-3D
heavyjan-airplanes
heavyjan-spaceships
heavyjan-spaceships
heavyjan-spaceships
heavyjan-spaceships
heavyjan-sketch
heavyjan-sketch
_portfolio /
20_vrtualx >
virtual-art-gallery
virtual-art-gallery
virtual-art-gallery
virtual-art-gallery
alb01
_portfolio /
50_eonos >

# Eonos As our bachelor thesis project at Nuremberg Tech, Benno Sellin and I developed the Eonos game prototype. Eonos is a narrative design project for virtual reality from before any other narrative VR games were available. The prototype includes one fully playable level, complete with many innovative VR gameplay elements, as well as a professional German voiceover. I was mainly responsible for art direction, level design, as well as Blueprints scripting for Unreal Engine.

eonos-mood-painting
eonos-mood-painting
eonos-mood-painting
eonos-mood-painting
eonos-mood-painting
eonos-mood-painting
eonos-mood-painting
eonos-mood-painting
eonos-mood-painting
eonos-screenshots
eonos-screenshots
eonos-screenshots
eonos-screenshots
eonos-screenshots
_portfolio /
60_tpote >
tpote

# The Pillars of the Earth This is background artwork I painted at Daedalic Entertainment for The Pillars of the Earth game.

tpote
tpote
tpote