Ryan Mandseth's profile

Non-Animation Skills and Assets: 3D

This section is to showcase some of the 3D assets I have created in my program that are unreleated to animation. Mostly modeling and texturing.

Contact Information:
Name: Ryan Mandseth
Alias: Kuurion
Email: kuurion@gmail.com
Phone: 780-729-6656
My first foray into UDK. I have a rudimentary understanding of the software, and this was an exercise in building an interesting-looking section of a level with only 5 structural assets, some plant materials, and vertex painting for breakup. We had to see how creative we could get in re-using such a limited amount of resources. 
Skydome was provided by Full Sail University; all other assets created from scratch.
Zbrush Sculpting - I can make a very accurate bust if I have the proper reference images to pull from.
Base mesh and reference photos provided by Full Sail University.
More Zbrush Sculpting experience - Cloth. Base Mesh is on the left, detailed mesh on the right.
Base Mesh provided by Full Sail University.
Figure Sculpting in Zbrush. Had to subdivide to level 7 to get accurate details on the hands and fingers. He looks very bulky and warbly, but those would be smoothed out a bit by adding proper texture to the skin. So I was told.
Base Mesh and Reference photos provided by Full Sail University.
Same figure as above, this time modeled directly in Maya from scratch. As such, there is less detail, concerned with form, silhouette and edge flow. This one was actually made a full year before the Zbrush version.
Reference photos provided by Full Sail University.
Some hard surface modeling. Everything in this scene has been smoothed out with Maya's smoothing function. No textures, aside from the transparency of the glass. 
Original scene reference photo provided by Full Sail University.
Closeup of some assets on the desk and shelves.
Hand-Painted Texturing. Some basic tiling textures for a floor and walls. Was aiming for a stylized, World of Warcraft feel.
Scene geometry provided by Full Sail University.
More Hand-Painted texturing. This time focused on one asset at a higher level of detail, an oil drum that was abandoned for a long time.
Base geometry provided by Full Sail University.
More realistic-style texturing. All of these assets were sculpted in Zbrush and run through Crazybump for normals, height and ambient occlusion maps, with diffuse and specular maps being tweaked and painted by hand.
Scene geometry provided by Full Sail University.
A single detailed prop, with a high-detail sculpted version for normal and ambient occlusion maps. The diffuse, specular, height and incadescence maps were all created by hand. 
Base mesh and high-detail sculpt provided by Full Sail University.
Character Texturing. Diffuse and spec maps were painted by hand, with a big focus on adding elements and layers of breakup to the skin to make it feel less uniform.
Base Mesh and High-detail Sculpt provided by Full Sail University.
Procedural Texturing and Lighting within Maya. This assignment was about recreating a scene from a reference image, and while I can't seem to find the original that this was aiming for, I do have the final result. This was the bathroom from the Saw 1 video game. All textures are either created by hand / from references images, or created procedurally through Maya's hypershade. All lighting was created by me. 
Base scene geometry provided by Full Sail University. 
Non-Animation Skills and Assets: 3D
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Non-Animation Skills and Assets: 3D

All of my display-worthy projects from my Game Art degree that are not animation. I need examples to show I'm capable of doing other things too!

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