3D artist with an emphasis on texture and lighting. Contact me at ColeFittro@gmail.com
Real-time office visualization project created by myself and the other team members at RLA. I was responsible for modeling and texturing assets, material and shader creation, lighting optimization, and Blueprint design for various UE5 interactive features such as video/audio proximity playback.
The project began with using Leika RTC360 cameras to scan the entirety of the office, and then create a BIM representation in Revit using the point cloud information. The site was then imported into Unreal Engine 5 where we replaced a majority of the materials directly. Blender and 3DSMax were used to create a majority of the area props such as the wall decor and furniture, with Substance Painter used for texturing.
IES profiles were supplied from Acuity manufacturing customer information, and matched to the real-life equivalent fixture. Toggles were added to swap between multiple color and intensity profiles. Lighting calculations for visual readouts were performed in ElumTools using the Revit file, and those outputs were converted into vectors, placed on transparent planes, and mapped to player camera movement to rotate towards the viewer.
I was also responsible for creating the video demonstration, including recording footage through UE5’s CineCam system, and editing the video in Davinci Resolve.
Asset created for internal archiviz work, modeled in 3DS Max and textured in Substance Painter
3D renders composited into Google Maps photos to illustrate site visibility for prospective construction projects. Modeled and rendered in 3dsMax, edited in Adobe Photoshop
Sample of a visualization project - modeled and rendered using a combination of Revit and 3ds Max
Samples of blueprint drafting projects created in Revit
Architecture rendering of a sample quick service restaurant, created for an art test. Built to spec from 2D blueprint illustrations, modeled and rendered in Blender
Photo study of a kitchen scene for which I modeled and textured all assets. Scene lighting and post-processing was done to try and match the original look of film photography
Various PBR, procedural, tiling materials created in Substance Designer
Interior render, modeled and textured in Blender