Fifa Street Released

Fifa Street is out! To check out some of my work click the banner.


Bumblebee Render

High poly, modeled with Maya & Zbursh, textured with Photoshop. Rendered with Marmoset Toolbag and Photoshop.










High Poly Model WIP

This is Bumblebee from War for Cybertron by High Moon Studios. Love the character design for this game. Just finished modeling. Texture soon to follow.





Quick texture update, just in the process of building up my base metal texture and normal map details along with blocking in paint scratches and spec maps. Rendered with Marmoset Toolbag.





Removed excess paint chipping and continued to work on main texture.



Fifa Street Trailer

Trailer for the project I just worked on at EA Games.



Update

First Vray render and diffuse texture screen shots, still a bit of work to do but coming along, more updates soon.



Iron Man Texture and Render

I decided it was time to put the finishing touches on my high poly Iron Man model. This is the test I did on the head for texturing and rendering in mental ray. It is rendered with a mia material x shader, and diffuse, spec, reflection and normal maps.







Dwarf Axe

Final render of the Dwarf Axe. This is my first time rendering in Zbrush, I rendered several passes and used photoshop to comp.

Zbrush Dwarf Axe

I am currently working on hard surface modeling with Zbursh. My plan is to paint and render multiple passes with Zbrush and comp with Photoshop. The concept art of the axe is from the Warhammer Online art book.




Fight Night Champion & NFL Trainer Trailers

Trailers for the games I worked on at EA.



See more Game Videos at EA.com.

Quick Mental Ray Project

This is a photo-realistic product visualization render of my iphone.

Iron Man Clay Render

This is the completed model, posed and ready for texturing. The poly count is 393 374 after smoothing one division.










This is a simple rig I created to pose Iron Man.


Game Prop

Here is a low poly game prop rendered in Maya and textured in Photoshop with diffuse, spec, and normal maps.






Electronic Arts

I have just finished a six month contract with EA Games in Vancouver. I modeled environments for Fight Night Champion on the Xbox 360/PS3 and EA Active: Training Camp for the Wii. For Fight Night Champion I was responsible for modeling, texturing (Diffuse/Spec/Normal), UV unwrapping, scene optimization, and outsource cleanup. For NFL Training Camp I was responsible for modeling, texturing (Diffuse), lighting, and scene optimization.



Iron Man

Marvel just released a tonne of concept art for Iron Man so I am going to give it a shot.




Here is a quick screen shot of the progress on the helmet.




A quick test of the shading network I'm making. The goal is to have two different materials for the red and gold parts of the armor. The red parts of the armor will have a car paint/clear coat look with some flecks in the undercoat, and the gold parts will be a colored metal, no finish and a more brushed metal look. I still have a lot of tweaking to do but the basic shader network is setup.

NGrian

I modeled and animated with NGrain (www.Ngrain.com) from March 2009 to March 2010 but due to confidentiality agreements I cannot show anything I worked on. This demo shows the type of projects I worked on with NGrain.


Lip Sync

This is part of an animation I did for the Clayman.com

Short lip sync part of an animation I did for the Clayman.com. from Dan Dunford on Vimeo.

Turtle Rig Walk Test

A short walk cycle done to test the turtle rig.

Shot walk cycle to test out the tutle rig. from Dan Dunford on Vimeo.

Next Level Games Modeling Test.

Next Level Games Concept art.








Rigs

Here are the rigs I did for the models on my demo reel.





Demo Reel 2008

This is my graduating demo reel from the Center of Arts and Technology in 2008.


Center for Arts and Technology Demo Reel 2008 from Dan Dunford on Vimeo.