Calvin's early artistic career has been heavily influenced by 80's horror and thrillers by creators such as George A. Romero, Stephen King and Shinji Mikami.
As an evolving artist, he has progressed from traditional paint and visual art to digital art.
After 10 years as a photographer in fashion, music and live events playing with lighting and shadow play, he has turned his energies towards digital post-production toolsets.
Today, as a 3D artist his efforts and passion are focused on a hyper-realism art style for contribution to video game environments, modelling assets and props.
Maya is used for asset creation, Substance Painter for texturing developing custom materials in Substance Alchemist and Designer. For the final output, Marmoset Tool Bag will be used for real-time results.
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Specialities: High and low poly modelling, UV / Texturing environment and prop modelling, and rendering.
Software:
Maya, Zbrush, Substance Alchemist, Substance Painter, Photoshop, Lightroom, DaVinci Resolve, Crazybump.
AWARDS: https://www.therookies.co/u/calvincropley/achievements
PORTFOLIO: https://www.calvincropley.com
PHOTOGRAPHY: http://tiny.cc/calvintakesphotos
PRESS:
https://magazine.artstation.com/2021/07/whats-new-on-artstation-learning-15-07-21/
https://www.linkedin.com/feed/update/urn:li:activity:6801116806825164800/?commentUrn=urn%3Ali%3Acomment%3A(activity%3A6801116806825164800%2C6801165647075258368)
Responsible For:
- Creating detailed PBR environment assets.
- UV mapping / 0-1 space and Texture Preparation for Production and game-ready files.
- Creating photo-realistic materials for open-world props.
- Assembles assets with in Engine.
Responsible For:
- Creating detailed PBR environment assets.
- UV mapping / 0-1 space and Texture Preparation for Production and game-ready files.
- Creating photo-realistic materials for open-world props in Substance Designer
- Works with Modular and non-destructive pipelines within team workflow.
- Assembled assets in Unreal Engine 4
- Made use of reusability with in house tools for fast call-out times.
- Works with agile tools such as Source Control, Kanban Charts and communications with Microsoft Teams.
Client Work within the Video Game and Modding Community. Collaborations include modelling 3D Assets, UV mapping textures and rendering. Occasionally working with high to low baking and retopologizing assets for game ready production and optimization.
Melbourne, Commercial | Media Press Photographer.
Live events, fashion, music, and writing articles. Content creator for web and social media. Understanding of lighting/composition, color theory, and advanced high-end retouching.