This is a collection of some of my best realistic and low poly 3D animations. Some other animations can be found in my showreel video.
It all started with the idea to make a chess set. Then I figured a still would be too boring, so I animated a chess game which – according to ichess.net is the most famous chess games of the 20th century (Donald Byrne vs. Robert James Fisher, New York 1958). Then again I reckoned a chess game without anything else in the background would be too boring as well a chess game in real-time would be exhaustingly boring and too expensive to render. Therefore I decided to make a timelapse of the chess game in a kitchen following the day-to-day life of an invisible person. Of course, it all takes a sudden change when the white king is put into checkmate.
This is one of my few projects done in Cinema4D. Its main focus is on rigid body simulation and lighting. The dots on the domino pieces were put on with a normal map which – for rather perpenticular angles – looks quite convincing.
My First Unboxing Video
This short video was a school project with the intention of practicing simple rigging and animation. I realised it in Cinema 4D an rendered it in Arnold with a toon shader applied.
This is a collection of my finest realistic 3D work.
This is one my latest works (2/2021). Undoubtedly, I have been inspired by modern interpretations of Germanic culture and folklore – thus the classic motif of a sword in a stone – embellished by the ancient runes called Furthark. It says "Some things come in handy but for those you will not earn fame", a quote that represents the endeavours that are required to pull the sword out of the stone rather well.
Well, this one was particularly interesting to make. On the one hand I wanted to do create a planet that would have some handdrawn character but on the other hand I did not want to copy Clone Wars. The same goes for the spaceship. Therefore I tried avoiding using any reference of Science Fiction pop-culture so no resemblence would occur. I believe it turned out quite good, espacially with the procedural materials. Some enhancements were made in Affinity Photo.
This is my first attempt on architecture visualisation (achviz). Moreover, this render paves my road to photorealism.
I started with the doughnut which was supposed to be more prominent in my composition. However, after finishing the glass with the juice I had to figure out what I wanted to do as a background. So I decided to go for a archviz rather than a classic still life. I tried to model eversthing but soon had to realise that I had to use some assets (the house plants and trees). Of course, all textures are bought or royalty free. For some there where only albedo/colour maps available, so I had to do my own rougness, normal and displacement maps.
This project involved very different steps of the 3D pipleline. Some organic and hardsurface modelling combined with some basic sculpting and procedural set ups. UV mapping and texture painting. Particle systems and weight painting. Simulation. Ligting. Rendering. And editing.
Nine in the Afternoon
A project made in Blender and rendered with Cycles. This realistic image of the earth's moon was realised with an uv sphere and several texture maps.
A project made in Cinema4D and rendered with Arnold. This is a cupcake and it looks rather delicious.
Another one of these fingerlicking-good looking images. Credit to Andrew Price from Blender Guru for his awesome tutorials. Apart from the two Smart Charging videos, this was my very first 3D work.
This is a collection of my finest low poly 3D work. Low poly is a style that I thoroughly adore since it can look gorgeous.
This forest scene was made in Blender after initially being started in Cinema4D. Assuredly, its focus is on lighting and feeling the warmth of the fire in a harsh and lonely winter night.
The whale in this project was modelled, rigged and animated in Blender. The scene focuses on volumetric lighting and rendering in EEVEE.
A project made in Blender, rendered with Cyles and edited in Affinity Photo.
This is a collection of my finest abstract 3D work.
Dissonances was a school project concerning an album cover. The label for which we did this project wanted six artworks as a series. I decided to combine various dissonant colours of abstract renders of wireframes.
A project made in Blender and rendered with Cyles. As the name of this render suggests some particles systems were used. Two systems emit hexagonal planes that are disturbed by force.
A project made in Blender and rendered with Cyles. This project reolved around a smoke simulation, trying to replicate ink dripping into water.
Concept – Modelling – 3D/2D Animation – Lighting – Songwriting – Performance – Audio recording – Sound design – Editing
Concept – Modelling – 3D Animation – Lighting – Songwriting – Performance – Audio recording – Sound design – Editing
What is Smart Charging?
Smart Charging is a student's project that I did with my dear colleagues Tobias Zwetzbacher, Rebekka Kessler and Andreas Winkler when we went to the UAS Technikum Wien. As part of the bachelor degree program Transport and Environment we had to do an elaborate projects over the course of three terms.
We decided to build an intelligent power socket that shifts charging periods to hours where the price for electricity is the lowest. This was only possible thanks to the hourly electricty plan my AWATTAR.
The media behind it
Due to my interest in media technology and design I worked on exactly those parts. My first task was to design a telltale logo. After creating several concept we did a quick survey and then came up with the iconic brain and plug.
Another important accomplishment in our development was the website. A simple yet functional wordpress website was built.
Nonetheless, my most notable contribution were the two videos I did. In order to promote our project we had to do one ad and one explanatory video. Due to my newly found interest in 3D I wanted to do these videos as animations in Blender. The first one combines minimalistic 2D animation with the advantages of a 3D world - a flat figure drawn into the deep world. For the much longer explanatory video I found it to be more fitting to show and emphasise what is said in the voice over rather than to tell a story. However, since I worked alone in this task I could not aim for photorealism but went for a lovely low poly style. What was once a necessity is now an art style that I very much adore.