R&D (INTERNAL EXPERIMENTS)
Studio: PERMANENT SUNSET
Roles:
3D Artist / VFX Artist / Animator
Medium:
Unreal Engine, Houdini, Cinema4D, SpeedTree, Metashape, Gaea, Substance, Adobe Creative Suite, Marvelous Designer
Responsibilities:
Look Development - Concepting - Photogrammetry - Animation - VFX - Simulation - Modeling - Texturing - Lighting - Rendering - Post Processing - Editing - Virtual Production
MY OWN PRIVATE OREGON (LEAVE NO TRACE)
UNREAL ENGINE 5
After living in Oregon for more than a decade, I've come to develop a profound appreciation for the wilderness. Over the last few years, I've spent many months wandering and hiking trying to capture the essence of the pacific northwest. There was no place, no matter how remote, that I did not find traces of other people. Digital nature has always fascinated me and this project is a culmination of my efforts to capture and build what I see around me. To that end, I created every single asset in this project. I used photogrammetry and photometry as well as traditional and procedural modeling workflows. It was also an excuse to stress test doing this in real-time within Unreal Engine 5 and to explore virtual production. The fire and smoke are also fully real-time niagara fluid simulations.
PROCESS
Procedural foliage creation with SpeedTree
Procedural foliage creation with SpeedTree
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Photogrammetry asset creation
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Orignal Assets - Mix of hard surface modeling, procedural, photogrammetry and photometry.
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Orignal Assets - Mix of photogrammetry and Gaea.
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Unreal Engine nanite scene
LAST TIME I SAW THE CREEK
UNREAL ENGINE 5.2
Oregon is such a beautiful state and I was greatly inspired by Opal Creek and the Hood River in building this environment in Unreal Engine 5.2. I've dabbled with the pathtracer but this is the first fully rendered project I've used it in. I also used a PCG graph to populate the space with rocks and foliage. I didn't use any off the shelf assets and created everything myself. For the camera motion, it's a mix of hand-held virtual camera shots and traditional keyframed motion.
PROCESS
PCG debugging
Procedural Content Generation Graph debugging
Procedural Concent Generation Graph Setup
Path tracing exploration
Nanite scene debugging
Unreal Engine wireframe debug
Unreal Engine texture debug
AT THE SOURCE
HOUDINI
Plastic and pollution are elements I enjoy creating socially conscious personal work around. My goal with this project was to keep the pipeline in one piece of software. This simulation was created using the ocean toolset in Houdini and rendered with Redshift. The rocks were captured using photogrammetry at Elk Rock Island in Oregon.
Earth Day 2022 - Drink More Plastic
HOUDINI
This project came to be as a PSA about the prevalence of micro plastic pollution in the environment. It’s a modern take on the classic wave-motion machines reflecting the current state of our oceans and lakes that are inundated with an abundance of plastic.