Nature Scene Sep22

Nature Scene

Tired from hunting with your bow all day, you stumble out of the thick forest into a large clearing, lush with grass and flowers. A stagnant pond sits in the middle, hugged by large, ivy-covered cliff. Spotting an old,...

Demo Reel 2011 Jan17

Demo Reel 2011

Available in 720p, simply adjust the quality settings after clicking the play button. Please see below for the reel breakdown. Demo Reel Breakdown 0:04 – 0:16: Pixar group project: This scene of ancient Venice was created by three interns (myself, Sam Wirch, and Megan Gritzfeld) over the course of four days during an internship at Pixar Animation Studios. I handled all of the shading and most of the modeling using Maya, Slim, and Photoshop. The project was created completely...

Ray Tracer Dec19

Ray Tracer

Ray Tracer written in C++ by myself and Thomas Buckley. List of features: Area Lights (for soft shadows) We simulate circular area lights by implementing a new light type with a radius parameter. The ray tracer then samples...

Ancient Venice (Pixar group project) Dec16

Ancient Venice (Pixar group project)

Group project completed in four days during my internship at Pixar during the summer of 2010. We created a scene from ancient Venice which features over 40 different RenderMan shaders, animated flickering lamps and water caustics and over 20 different model entities. The entire scene was created using the Pixar pipeline which included Maya for modeling, Slim for shading, Menv for lighting, and RenderMan for rendering. I was responsible for all of the shading as well as some...

Procedural Snow Dec13

Procedural Snow

This was my final independent project for my undergraduate internship at Pixar during the summer of 2010. Over the course of a week and a half I developed a procedural snow generation system in Houdini as well as Render Man...

Mario (May 2007) Nov20

Mario (May 2007)

Here are some images from an old high school project. I coded up a basic Super Mario game in C++ with DirectX. This was done during my junior year of high school. All sprites were hand drawn by myself in...

Pixar Application Demo Reel (December 2009) Nov11

Pixar Application Demo Reel (December 2009)

Available in 720p, simply adjust the quality settings after clicking the play button. Please see below for the reel breakdown. Reel Breakdown 0:12 – 0:38: Shader Demo I modeled everything seen in the renders as well as created the shaders using 3D Studio Max and Mental Ray. The shaders were based off of both the default 3DS Max materials as well as the Mental Ray materials. The diffuse, bump, and specular maps for the tile material were created by me in Photoshop. I...

Ronald McDonald Nov09

Ronald McDonald

I created the models and textures of Ronald and his fry mobile as characters for my 3D racing game project. Polygon counts and texture resolutions had to be kept very low. Software used: 3D Studio Max and...

Shading Practice Nov06

Shading Practice

This was done to practice shading, lighting, and rendering with Mental Ray. Software used: 3D Studio Max, Mental Ray, Photoshop chrome ◄ Back Next ► Picture 1 of...

Game Models Nov02

Game Models

Here are some old models for a Call of Duty modification called Eve Of Destruction. All models and textures by Kevin McNamara. Software used: 3D Studio Max and...

Cargo Truck Oct28

Cargo Truck

Here’s an old project from 2006. I modeled and textured this truck as part of a game modification for the original Call of Duty. As a result, the mesh and texture are fairly low resolution, but I had a good time trying to maximize the detail with tight constraints. Software used: 3D Studio Max, Mental Ray, and Photoshop [Show as slideshow]

Vegetation Oct27

Vegetation

Here are some old vegetation models and textures that I created during high school for a game modification for Call of Duty. Poly counts and texture resolutions had to be quite low – Call of Duty was released back in...

ZIL 131 Truck Model Oct23

ZIL 131 Truck Model

Here’s an old model that I completed for the Call of Duty modification Eve of Destruction. Software used: 3D Studio Max and Mental Ray zil ◄ Back Next...