What's up? My name is Connor and I am a 3D Artist in Plano, Texas. I love sculpting in Zbrush and painting textures in Substance Painter. I am a Metal head, an avid horror enjoyer, and surreal art.

Connor Gordon

What's up? My name is Connor and I am a 3D Artist in Plano, Texas. I love sculpting in Zbrush and painting textures in Substance Painter. I am a Metal head, an avid horror enjoyer, and surreal art.

Available to hire
credit-card $200 per day ($25 per hour)

What’s up? My name is Connor and I am a 3D Artist in Plano, Texas. I love sculpting in Zbrush and painting textures in Substance Painter.

I am a Metal head, an avid horror enjoyer, and surreal art.

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Skills

ZB
ZBrush
Su
Substance Painter
3D
3D Model
Autodesk Maya
Adobe Photoshop
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Experience Level

ZBrush
Expert
Substance Painter
Expert
3D Model
Expert
Autodesk Maya
Expert
Adobe Photoshop
Intermediate
Unreal Engine 4
Intermediate
Blender
Intermediate

Language

English
Fluent

Qualifications

Anatomy for Production Certificate
January 20, 2023 - March 31, 2023
10 week CGMA course

Industry Experience

Gaming
    uniE621 Fire Hydrant and Sidewalk
    This piece of work is used to show some of my texturing skills. I really wanted to try and create an interesting scene that just shows a small story but I also thought it would be fun to draw with chalk.
    uniE621 Assassin's Creed Valhalla Shield
    The concept for this shield was made by Pierre Raveneau. You can find him on art station: Pierre Raveneau Senior concept artist @ Ubisoft : AC:Valhalla I blocked out the shape of the shield and size in 3DSMax. Then I took that into ZBrush and sculpted out the details for baking in SubstancePainter. The texturing was pretty fun to mess around with and didn't take too long. The render was taken in UE4.
    uniE621 Sci-Fi Gun
    I wanted to practice more hard-surface and weapon modeling for this project. I searched around for some different concepts to see what caught my eye and settled on a Railgun concept by https://www.twine.net/signin that they made for https://www.twine.net/signin . I think I had the most fun making the scope for the gun. I think it is pretty fun to make weapon attachments. I stuck with only using 3DS Max for this piece. I did not feel that I needed to do any sculpting for the details in this case. I must say that modeling guns is certainly a new thing for me and its pretty tricky to model some of these bigger weirdly shaped areas like the body of the gun for instance. I tried my hand at some boolean modeling on this project but I was only able to make limited use of it since I am not super familiar with the process. I tried to be a bit more efficient with my UVs this time around by stacking a lot of the duplicated pieces. It does help with allocating space but I guess at the trade off of less texture variation in some areas. I felt worried at first when I started texturing on if there would be enough resolution for all the parts with only two sets of UVs. After a bit of elbow grease and hours staring at the screen I think I remedied that worry a little bit. I still feel like it could use a bit more resolution in some places but I believe it came out pretty well. I limited myself to two sets of UV's for texturing. Modeled in 3DSMax. Textures at 2048. Rendered in UE4. Painted in SubstancePainter UnrealEngine Scifi Gun
    uniE621 Casket Mimic
    I wanted to try my hand at something a bit more organic in its nature so I decided to create a mimic. Most mimics you see on the internet are typically treasure chests since that tends to be the popular trope, but I wanted to branch out and do something a little different to have it stand out a little bit from the rest. My design is based off of a casket instead. The concept/design is all something that I came up with and developed over the length of the project, starting with an initial rough photobash of what I had in mind. These screenshots feature the Mimic in 3 different angles, rendered in UE4, painted in Substance, and using two 2048 texture sheets for the materials. I started by modeling the casket in Max and then blocking out some of the other pieces to fit into it. Once I had a rough idea of the silhouette in a 3D space I take it to Zbrush to sculpt and combine pieces that I feel need to be meshed together. Once I have the hi poly from the sculpt or multi SubD levels I will make duplicates and then reduce the poly count for my pieces. A lot of the organic pieces can be tricky to reduce with out loosing too much of their detail and shape while still maintaining a decent topology. This is where I probably struggled the most, but I messed with it until I found something that I could work with. I also did some of my unwrapping with UV Master in ZBrush for mostly the organic bits since it can UV general areas pretty quickly. I took the model and UV's back into max so I could finish UVing the rest and make some minor adjustments where needed. Max was also where I used the Bend modifier to give the mimic its warped/jumpy look. Once I had all of that figured out I took it into Substance painter. The texturing process was pretty fun this time around because I got to try some new things. I also stumbled upon some cool designs by accident when I was messing around with a few of my layers. I was limiting myself to two texture sheets to see how far I could push the realism while still not having it be too expensive. When I started the texturing I was thinking "oh man, I am not really feeling this. This isn't how I want this to look." but after a few hours of focusing the design started to really come together. I can say I am really happy with how it turned out! 3dsmax Zbrush Photoshop unrealengine SubstancePainter

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