Founder of Atlantis 3D Studios, Maxwell is a passionate 3D Environment Artist with experience creating realistic 3D art that tells a story and invokes emotion. Hardworking and always improving my craft by adapting to new software and techniques.…Founder of Atlantis 3D Studios, Maxwell is a passionate 3D Environment Artist with experience creating realistic 3D art that tells a story and invokes emotion. Hardworking and always improving my craft by adapting to new software and techniques.WWW…
Founder of Atlantis 3D Studios, Maxwell is a passionate 3D Environment Artist with experience creating realistic 3D art that tells a story and invokes emotion. Hardworking and always improving my craft by adapting to new software and techniques.…Founder of Atlantis 3D Studios, Maxwell is a passionate 3D Environment Artist with experience creating realistic 3D art that tells a story and invokes emotion. Hardworking and always improving my craft by adapting to new software and techniques.WWWW…
Available to hire
$250 per day ($31.25 per hour)
Founder of Atlantis 3D Studios, Maxwell is a passionate 3D Environment Artist with experience creating realistic 3D art that tells a story and invokes emotion. Hardworking and always improving my craft by adapting to new software and techniques.
Skills
See more
Experience Level
3D Model
Expert
Artwork
Expert
Blender
Expert
Substance Painter
Expert
ZBrush
Expert
Unreal Engine 4
Expert
Game Design
Intermediate
Language
English
Fluent
Education
Bachelor's Degree: Film & Digital Media at American University of Rome
January 5, 2015 - May 15, 2017Industry Experience
Gaming, Computers & Electronics, Education
Lisbon
I chose to go with the "Miradouro de Santa Luzia" for its view of the Tagus river and its reminder of Portugal's nautical heritage. To accompany this, the Azulejos, as well as the cittern guitar, are a reference to Portugal's artistic embodiment.
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Everything here was modeled by myself and is rendered in real time inside the Unreal Engine 5, utilizing Lumen.
All assets were modeled inside Blender with the exception of the foliage which I used SpeedTree to create.
I used ZBrush to sculpt the wood for the trellis, cittern guitar, brick material, as well as the limestone tiles, tables, seats, and pillars.
All textures were made or edited using Photoshop, Substance Painter and Designer. The bougainvillea's leaves and flowers were photo scanned by myself, using the leaves and flowers from my parent's backyard. The bark texture of the bougainvillea was taken and later edited from Textures.com; the leaves of the potted plants, Aspidistra Elatior, were taken and later edited from Substance Source.
I used a trimsheet material to create the pattern design for the Azulejos tiles. The following designs of each tile was made using existing tiles from the "Miradouro de Santa Luzia" and nearby viewpoints. #3D #Gameart #Artwork #Blender #UnrealEngine #Zbrush #SubstancePainter…I chose to go with the "Miradouro de Santa Luzia" for its view of the Tagus river and its reminder of Portugal's nautical heritage. To accompany this, the Azulejos, as well as the cittern guitar, are a reference to Portugal's artistic embodiment.
__________________________________________________
Everything here was modeled by myself and is rendered in real time inside the Unreal Engine 5, utilizing Lumen.
All assets were modeled inside Blender with the exception of the foliage which I used SpeedTree to create.
I used ZBrush to sculpt the wood for the trellis, cittern guitar, brick material, as well as the limestone tiles, tables, seats, and pillars.
All textures were made or edited using Photoshop, Substance Painter and Designer. The bougainvillea's leaves and flowers were photo scanned by myself, using the leaves and flowers from my parent's backyard. The bark texture of the bougainvillea was taken and later edited from Textures.com; the leaves of the potted plants, Aspidistra Elatior, were taken and later edited from Substance Source.
I used a trimsheet material to create the pattern design for the Azulejos tiles. The following designs of each tile was made using existing tiles from the "Miradouro de Santa Luzia" and nearby viewpoints. #3D #Gameart #Artwork #Blender #UnrealEngine #Zbrush #SubstancePainterWW…
Atlantis
The lost city of Atlantis, the inspiration behind our newly formed studio, Atlantis 3D Studios, created with my co-founder Abbey Carter. Atlantis 3D Studios is an outsourcing studio that specializes in 3D Environment Art. Our mission is to create unique high-quality Environment Art for our clients that have a story and a soul.
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In this project, I was responsible for the primary architecture of the Ziggurat gateway, material creation, and primary editor inside Unreal Engine 5.
#3D #Artwork #GameArt #UnrealEngine #Blender #Zbrush #SubstancePainter #SubstanceDesigner…The lost city of Atlantis, the inspiration behind our newly formed studio, Atlantis 3D Studios, created with my co-founder Abbey Carter. Atlantis 3D Studios is an outsourcing studio that specializes in 3D Environment Art. Our mission is to create unique high-quality Environment Art for our clients that have a story and a soul.
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In this project, I was responsible for the primary architecture of the Ziggurat gateway, material creation, and primary editor inside Unreal Engine 5.
#3D #Artwork #GameArt #UnrealEngine #Blender #Zbrush #SubstancePainter #SubstanceDesignerWW…
Atlantis
The lost city of Atlantis, the inspiration behind our newly formed studio, Atlantis 3D Studios, created with our founder Maxwell Spiegel. Atlantis 3D Studios is an outsourcing studio that specializes in 3D Environment Art. Our mission is to create unique high-quality Environment Art for our clients that have a story and a soul.
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Within this project I was responsible for creating the secondary architecture such as; columns, entablatures and statues. I also created small props throughout the scene, the coral and the fish. Along with secondary material creation and set dressing inside Unreal Engine 5.
For a full overview of the environment:
https://www.twine.net/signin
For an overview of individual pieces I worked on:
https://www.twine.net/signin
https://www.twine.net/signin
https://www.twine.net/signin
#3D #Artwork #GameArt #UnrealEngine #Maya #Zbrush #SubstancePainter #MetaHuman #3DEnvironment #EnvironmentArt…The lost city of Atlantis, the inspiration behind our newly formed studio, Atlantis 3D Studios, created with our founder Maxwell Spiegel. Atlantis 3D Studios is an outsourcing studio that specializes in 3D Environment Art. Our mission is to create unique high-quality Environment Art for our clients that have a story and a soul.
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Within this project I was responsible for creating the secondary architecture such as; columns, entablatures and statues. I also created small props throughout the scene, the coral and the fish. Along with secondary material creation and set dressing inside Unreal Engine 5.
For a full overview of the environment:
https://www.twine.net/signin
For an overview of individual pieces I worked on:
https://www.twine.net/signin
https://www.twine.net/signin
https://www.twine.net/signin
#3D #Artwork #GameArt #UnrealEngine #Maya #Zbrush #SubstancePainter #MetaHuman #3DEnvironment #EnvironmentArtWW…
Alidade Telescope
The Alidade Telescope was made using Blender, Marmoset Toolbag, Photoshop, Substance Designer, and Substance Painter. I first modeled the telescope in low poly, UV unwrapped it, then duplicated it and made a high poly version of it. After, I duplicated both of them and blew up the parts for texture baking via Marmoset Toolbag. Following this, I went on Substance Designer to create the ridges near the compass, and the compass texture itself. Finally, I textured the model on Substance Painter.
#3D #GameArt #3DDesigner #Blender #SubstancePainter…The Alidade Telescope was made using Blender, Marmoset Toolbag, Photoshop, Substance Designer, and Substance Painter. I first modeled the telescope in low poly, UV unwrapped it, then duplicated it and made a high poly version of it. After, I duplicated both of them and blew up the parts for texture baking via Marmoset Toolbag. Following this, I went on Substance Designer to create the ridges near the compass, and the compass texture itself. Finally, I textured the model on Substance Painter.
#3D #GameArt #3DDesigner #Blender #SubstancePainterWW…
Pottery Collection
Each of the following pots has three texture variations plain, engraved, and painted.
After I finished the pottery set, I decided to create some broken pottery, just for fun.
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I started modeling in Blender, then sculpted details and engravings on zbrush, baked the textures on Marmoset Toolbag 4, created a base material in Substance Designer, finished the texturing in Substance Painter, and rendered it in Marmoset Toolbag 4.
#3D #GameArt #Artwork #Blender #Zbrush #SubstancePainter #SubstanceDesigner…Each of the following pots has three texture variations plain, engraved, and painted.
After I finished the pottery set, I decided to create some broken pottery, just for fun.
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I started modeling in Blender, then sculpted details and engravings on zbrush, baked the textures on Marmoset Toolbag 4, created a base material in Substance Designer, finished the texturing in Substance Painter, and rendered it in Marmoset Toolbag 4.
#3D #GameArt #Artwork #Blender #Zbrush #SubstancePainter #SubstanceDesignerWW…
Virgin Mary with Child Scan
Scan Data - This scan was done inside my studio. The scan was shot with a Canon T8i camera using a zoom lens at a focal length of 36. A total of 687 RAW photos was used to generate the model in Reality Capture. This project was done with a two chunk workflow.
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After the model was generated, Blender and Zbrush were used to clean up and unwrap the mesh. Marmoset Toolbag was used for baking textures and Substance Painter was used to enhance the textures, allowing the model to be rendered in PBR.
#3D #Artwork #Blender #ZBrush #RealityCapture #Photogrammetry #SubstancePainter…Scan Data - This scan was done inside my studio. The scan was shot with a Canon T8i camera using a zoom lens at a focal length of 36. A total of 687 RAW photos was used to generate the model in Reality Capture. This project was done with a two chunk workflow.
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After the model was generated, Blender and Zbrush were used to clean up and unwrap the mesh. Marmoset Toolbag was used for baking textures and Substance Painter was used to enhance the textures, allowing the model to be rendered in PBR.
#3D #Artwork #Blender #ZBrush #RealityCapture #Photogrammetry #SubstancePainterWW…
Pensive Woman by Felipe Castañeda
This rendition of the Pensive Woman was created in bronze and initials was stamped in 1979 by Felipe Castañeda.
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Scan Data - This scan was done outside at the Palm Desert Sculpture Garden. The scan was shot with a Canon T8i camera using a 50mm lens. A total of 133 RAW photos was used to generate the model in Agisoft Metashape.
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Programs - Blender and Zbrush were used to clean up and unwrap the mesh. Marmoset Toolbag was used for baking the textures. Substance Painter was used to enhance the textures, allowing the model to be rendered in PBR.
#3D #Artwork #Blender #Zbrush #SubstancePainter #Photogrammetry #Agisoft #Metashape…This rendition of the Pensive Woman was created in bronze and initials was stamped in 1979 by Felipe Castañeda.
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Scan Data - This scan was done outside at the Palm Desert Sculpture Garden. The scan was shot with a Canon T8i camera using a 50mm lens. A total of 133 RAW photos was used to generate the model in Agisoft Metashape.
__________________________________________________
Programs - Blender and Zbrush were used to clean up and unwrap the mesh. Marmoset Toolbag was used for baking the textures. Substance Painter was used to enhance the textures, allowing the model to be rendered in PBR.
#3D #Artwork #Blender #Zbrush #SubstancePainter #Photogrammetry #Agisoft #MetashapeWW…
Female Sculpture Scan
Scan Data - This scan was done inside my studio at home. The scan was shot with a Canon T8i camera using a 50mm lens. A total of 197 RAW photos was used to generate the model in Agisoft. This project was done with a two chunk workflow to create the entire object
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After the model was generated, Blender and Zbrush were used to clean up and unwrap the mesh. Marmoset Toolbag was used for baking textures and Substance Painter was used to enhance the textures, allowing the model to be rendered in PBR.
#3D #Artwork #Photogrammetry #Blender #Zbrush #SubstancePainter #Agisoft #Metashape…Scan Data - This scan was done inside my studio at home. The scan was shot with a Canon T8i camera using a 50mm lens. A total of 197 RAW photos was used to generate the model in Agisoft. This project was done with a two chunk workflow to create the entire object
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After the model was generated, Blender and Zbrush were used to clean up and unwrap the mesh. Marmoset Toolbag was used for baking textures and Substance Painter was used to enhance the textures, allowing the model to be rendered in PBR.
#3D #Artwork #Photogrammetry #Blender #Zbrush #SubstancePainter #Agisoft #MetashapeWW…
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