4D Studio Art
I am, by all accounts, a nerd. Always have been and always will be. My mind is constantly wondering off to imagine how the world could be more interesting. This point of view is something that I try to capture in my body of work. Most of the projects I work on are animations of 3D landscapes or physics-based simulations. Most recently, I’ve been experimenting with creating photo-realistic textures and modular building components that can be seen throughout my capstone project, “The Lost City”.
When I started studying at the University of Tennessee, I was hoping to become a biomedical engineer. Soon after taking engineering calculus, I arrived at the conclusion that engineering wasn’t for me. After a little bit of soul-searching, I settled on a 4D art concentration major where I could make use of some of the skills I picked up in engineering like digital 3D modeling.
Most of my workflow follows a very structured pattern. I’ll start with a feature of a landscape that I know I want to exist in the final result. From there, I begin to work my way outward, creating new features or objects that logically fit the scene. Whenever I hit a block, I draw inspiration from either the natural world or something more sci-fi (depending on the context) and keep going. Eventually I’ll arrive at a completed project I’m happy with.
The Lost City is by far the largest, most detailed project that I’ve worked on to date. It features over 70 fully modeled buildings with photo-realistic textures. This project was inspired by landscapes found in games such as Skyrim which features incredibly detailed city settings that feel natural and lived in. While I am very proud of the milestone this project represents, I recognize I still have along way to go before I’m able to compare my work to that level and I’ve already started thinking up ways that I can get there.