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NACB-ies released works

A collection of assets I had the opportunity to work on during my time at the North American Crane Bureau, where I worked on VR training simulations in Unity's lightweight render pipeline. All models seen here were made in Maya and rendered in engine. Best wishes to art lead Chris Wall and the team going forward, it was an absolute pleasure working with everyone.

Stacker Crane I modeled in Maya and textured in Photoshop for a warehouse simulation. The warehouse itself and the gantry are made of pieces that the company already had available. Displayed in Unity.

Stacker Crane I modeled in Maya and textured in Photoshop for a warehouse simulation. The warehouse itself and the gantry are made of pieces that the company already had available. Displayed in Unity.

Rolling mill I modeled for use in a steel works simulation. Texturing for this asset done in Substance Painter by Art Lead Christopher Wall. Displayed in Unity.

Rolling mill I modeled for use in a steel works simulation. Texturing for this asset done in Substance Painter by Art Lead Christopher Wall. Displayed in Unity.

Modular Layout of the rolling mill asset. Designed for trainees to disassemble and reassemble with a crane.

Modular Layout of the rolling mill asset. Designed for trainees to disassemble and reassemble with a crane.

A ground material I put together in Substance Designer for use in outdoor simulations.

A ground material I put together in Substance Designer for use in outdoor simulations.

Ground Material with all of the parameters changed (Color, cracks, footprints, water level, and a switch to change from sandy dirt to clay.)

Ground Material with all of the parameters changed (Color, cracks, footprints, water level, and a switch to change from sandy dirt to clay.)

Concrete material I created in Substance Designer.

Concrete material I created in Substance Designer.

Concrete material with all the parameters turned on (Dirt, wet, and, cracks).

Concrete material with all the parameters turned on (Dirt, wet, and, cracks).

A base material generator I made in Substance Designer, seen here with all parameters turned off.

A base material generator I made in Substance Designer, seen here with all parameters turned off.

More of the Base Material but with rust and dirt parameters turned up. These parameters add dirt based on AO of an object, or in this case the inverse of an AO map.

More of the Base Material but with rust and dirt parameters turned up. These parameters add dirt based on AO of an object, or in this case the inverse of an AO map.

Same base material has a switch to use an object's existing texture if it has one.

Same base material has a switch to use an object's existing texture if it has one.

The rust slide also has a normal strength parameter to give better depth to the material.

The rust slide also has a normal strength parameter to give better depth to the material.

Both rust and dirt can be colorized to make something akin to lichen, moss, or mold if desired. Every parameter is exposed and fully operational in engine.

Both rust and dirt can be colorized to make something akin to lichen, moss, or mold if desired. Every parameter is exposed and fully operational in engine.