karelkiers

Crowley Tug 2.0

Crowley tug: Ocean Wave https://vimeo.com/692266141 I made this tugboat earlier in my career. But I didn’t like the end result. So I remade it.     This model is for sale on Sketchfab. software used

Coca-Cola vending machine

I wanted to make something easy. And for some reason old vending machines are popular to build. So this is my go on it. I didn’t wanted to make it look to old and rusty like you see a lot. But it shouldn’t be new and clean either. So I dirty it up a bit …

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Python: Rubik’s cube

I’m far from a good coder. But I’m starting to love Python more and more. I made this Rubik’s cube generator with Python in Maya. I had a ton of fun making this. But also, very frustrating. Everything works proper, except if I animated the rotations. If two axis of a cube have keys, the …

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Procedural terrain

This is in the starting phase, so still WIP! This is a procedural terrain build with real satellite data using MAPBOX in Houdini. The landscape maps, are generated in Houdini to. The road is generated from OSM data and is still customisable. software used

Unreal Engine: HDA #1

https://vimeo.com/manage/videos/622832601 I created a electricity poles HDA (version 1) in Houdini. And this is the test in Unreal Engine. software used

Lotus 98T

This is the 1986 Lotus 98T driven by Ayrton Senna. I created this in Maya, Substance Painter, Photoshop and Unreal Engine. software used

Boba Fett

https://vimeo.com/479266806 I was testing out the new Houdini 18.5 kinefx features. I was very pleased with the options/nodes available. I mixed 3 Mixamo dance animations into this one. I created the model a while ago in Maya, Marveous Designer and Zbrush. The PBR textures were created in Substance Painter. Add this little render was rendered …

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couch

I’m working on a interior/exterior cabin scene in Unreal Engine. This is a little preview of the couch (area). I modeled everything in Maya and did some Marvelous Designer & Zbrush work on the couch. Created all PBR textures in Substance Painter. And brought it all together in Unreal Engine. software used

S228 U.S.S. DRUM (1942)

First I modeled a high poly submarine mesh with Autodesk Maya. Then I created a low poly version of it. A cage model, and later a collision model. I decided to make a UDIM texture map. So I uv-unwrapped the model in 6 (4K) UDIM tiles. Brought it all to Substance painter and created the …

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coffee cup

This all started out with a Houdini tutorial on Youtube by Pixeltrain. It is a nice starter tutoral, but I wanted to make it fully procedural. The shape, colour, textures and displacementmaps for the cup and lid are fully procedural. Even the multiple UV sets are created procedural. software used

adidas

I didn’t had much time to create this model. I wanted to have the final version in Unreal Engine. But due lack of time it’s a Skechfab & Redshift render.   software used

Thrusters

I’m working on multiple 3D animation for a client. This is a little sample of one of them. software used

FEYENOORD LOGO

I wanted  to make different versions of the Feyenoord logo. Here is the first one. software used

Boba Fett Lego

Yes another Boba Fett. This time it’s a very quick weekend build. Just a little over one day of work. I created this little fellow with Maya, unwrapped it in Headus. I created a high poly version and adjusted the high poly helmet and rangefinder in Zbrush. The textures where painted with Substance Painter & …

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EE-3 Carbine Rifle

I created this blaster in 3DS & Substance Painter. I didn’t use MAX for a long time, so it was very frustrating for me. But I learned some nice MAX features to. My Substance Painters skills are getting better and better by the day. Now I’m not relying on the default alpha’s, masks & materials. …

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energy pistol

I searched the web for a drawing/concept art of a nice pistol or gun that I could recreate in 3D. I found this drawing created by Kris Thaler that I wanted to recreate. It had to be a game ready model with PBR textures. software used

soccer player

I’ve made this character years ago. I always had to make some decent renders, so I could show it. I would do lots of things different now, but still the outcome is good. This was the first time I played with Marvelous Designer. And what a application is that. Now every time I need some …

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AEP

I made this AEP (People transfer – Enhanced Performance) from just one image. I didn’t had a  CAD model or blueprint, so I had to guess a lot of things. I spend about two afternoons and one full day on this. The UV’s are also done, so only a Substance Painter paint job and its …

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Unity / C# / Oculus Rift

This is a example scene I created in Unity. I already had the crane build in Maya. So I only needed to fine tune the UV’s in Houdini and Headus Uvlayout. And created a quick PBR texture-set in Substance Painter. Sadly I didn’t had enough time to make the crane pick up the box. But …

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crowley tug

Click here for the newer version!   I worked at Seaway Heavy Lifting as an 3D visualization Engineer. Here I worked mainly on 3D animations of upcoming projects. This Crowley Tug was one of my first tasks. We had a CAD model and it had to be converted to a model that could be used …

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lamborghini

Every 3D artist creates a car. I created this Lamborghini in Maya and did a bit of texturing in Photoshop. The rendering was done in Redshift. software used

WIP: wolf

I love the Robin Hood (1973) movie into with the wolves. So I recreated one of the wolves in Maya. I made a custom rig for character and did the cloth sim also in Maya. I wasn’t happy with the fur result so I abandoned the project. But I’ll probably give it a other shot …

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Crane

I build this crane for the “Wedden dat ik het kan” AR set. We original bought the model from Turbosquid. But it was a real shitty model. So I remodeled it with nice quads and UV’s. software used

WIP: Windmill

This Dutch windmill should be used for a AR project. But the plans changed and there was no need for this windmill. I created this low-poly model in Maya and will finish it eventually. software used

WIP: drascombe

This is a little side project. My dad has this yacht, so I’m making this for all sorts of tests. Like the ocean wave and wakes test here below. software used

TEST: bedroom

I wanted to test my 3D Studio Max skills again. See if I could still find the buttons to create something.  Maya is still my number one modeling package. But with a little time I’m able to master 3D Studio Max again. software used

sprookjes boom

I worked (from 2009 to 2011) at Motek Entertained in Amsterdam. Where I worked as an animator, motion capture operator and as an junior project manager on four different seasons and a featured film of the “Sprookjesboom”. “De Sprookjesboom” is a TV series for little kids. All animations were done with  motion capture. The motion …

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white shark

I love the Great White Shark as its presence in the ocean. So I created my own. I modeled, unwrapped and animated the shark in Maya. Created the PBR textures in Substance Painter and composed it all together in Nuke software used

wedden dat

I worked in Hilversum at NEP Group on various TV shows, like “Wedden dat ik het kan”, “Dance Dance Dance”, “Ziggo Sports”, “De Wereld Draait Door University” and some others. Many of these shows where part CGI. This was done real-time with AR in Unreal Engine. Like this show the city behind the audience was …

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macero

For this project Macero asked me to create a 1,5 to 2 minute animation of 3 difference bio based cleaning products.        tasks: Modeling scenes & props in Maya Creating PBR textures in Substance Painter Creating simulations in Houdini Compositing it all in After Effects Edit in Premiere Pro software used

optex

I created for Optex a 3 minute animation of 4 difference sensor products.        tasks: Modeling & animating scenes & props in Maya Redshift rendering Compositing it all in After Effects Edit in Premiere Pro software used

wtg

This started out more of a test. I had to create a lot of WTG’s at Seaway Heavy Lifting and they were always different in size and/or shape. So I created a “procedural modeled” version a  in Houdini. This was a great test and the result was fantastic. This model was a real time saver …

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ocean

I made this little scene in Maya and created the waves using BOSS. It was nice to play with, but the real deal for creating oceans/waves is Houdini. software used

dwdd university

I worked in Hilversum at NEP Group on various TV shows, like “Wedden dat ik het kan”, “Dance Dance Dance”, “Ziggo Sports”, “De Wereld Draait Door University” and some others. For this show I created a few scenes for the big screen behind the host or on the floor.  In the example I created a …

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ziggo sports

I worked in Hilversum at NEP Group on various TV shows, like “Wedden dat ik het kan”, “Dance Dance Dance”, “Ziggo Sports”, “De Wereld Draait Door University” and some others. Many of these shows where part CGI. This was done real-time with AR in Unreal Engine. In the example 90% of the set is CGI. …

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osm

I was a 3D generalist at Gamebasics where I worked on the online game Online Soccer Manager (OSM). OSM was/is the number 2 most played soccer manager released on web, IOS and Andriod. I was mainly creating 3D models for in game and for the marketing team. But also did some UI/UX design.        tasks: …

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clay statue

When Photogramity was a new thing. I wanted to try it. So I made lot of pictures of a little statue in a museum en got a decent result. I liked it a lot more when I reduced the polygons a lot and made these two versions of it. software used

glass statue

When Photogramity was a new thing. I wanted to try it. So I made lot of pictures of a little statue in a museum en got a decent result. I liked it a lot more when I reduced the polygons a lot and made these two versions of it. software used

f16 falcon

I created this low-poly F16 Falcon in Maya. Later I created in Unreal Engine a controlled version with blueprints.  software used

old man

Previously I created a base male head in Maya. I wanted to use ZBrush to make him old. software used

first walk cycle

Back in school I created this little soldier. I used the toon shader in Maya/Mental-Ray and the animation in Motion Builer. software used