Departed 2012 · still in the field
Decade of 3D
3D, as a craft · 3D / Arch viz · In the field

Departure
08/22/2012 22:06 — Lego on a playmat, a Spider-man figure in a red car, a phone propped up for the next frame. That timestamp is the start of the thread. From there it ran through Blender's default cube and Andrew Price's donut, into Houdini and ZBrush and Fusion 360, into a low-poly pass at the loft game room that got redone until the JOOLA net read and light beamed through the brick window cutouts. Thirteen years later it's still the same thread — just running through Twinmotion, photogrammetry, MetaHumans, and Gaussian splats now.
Approach
- Blender
- Houdini
- ZBrush
- Fusion 360
- Twinmotion
- Unreal
- Photoshop
- After Effects
- CapCut
- Photogrammetry
No school for it, no formal mentor — every era of the craft picked up the same way: pick a tutorial, pick a project, render until it doesn't look broken.
Field log
Aug 22, 2012 — 22:06
First frame I called animation. Lego on a playmat, a phone propped up for the next shot. The timestamp is on the photo, burned in red.

The frame the thread starts at. 2013 — first 3D render
Before the cube was a cube. A black sphere, a gold ring, a wood-textured plane. The first thing I'd be willing to put on a slide.

2013 — Blender, basics
Vertices, edges, faces. Shift A to add. E to extrude. G, S, R for grab, scale, rotate. The whole alphabet of the program in five keystrokes.

The default cube. Where everyone starts. 2014 — first sculpt
First time I made a thing that had a face. Untextured, but it had cheekbones.


Landscape mesh from the same era. Bumps for grass. 2015 — other software
Touched Houdini, ZBrush, and Fusion 360 as alternatives around the edges: procedural systems, digital clay, and precision parts. Useful detours, but Blender stayed home base.
2016 — the loft, photographed
Wanted to model a real room. Started with the room I was already in.

Reference photo. The room I was trying to recreate. 2016 — game room, first pass
Bean bags as smooth green blobs, pool table as a black slab, windows blown out white. Recognizable, barely.

Pass one. Geometry only, lighting absent. 2016 — game room, second pass
Brick that read as brick, JOOLA stenciled on the net stands, sun rays beaming through the window cutouts and lighting the dust in the air. First time photoreal lighting clicked.

Pass two. Lighting did most of the work. 2017 — primitive renders
A cluster of early scenes: red bedroom, pink Benchy, marble desk, boxy spaceship, then Bob's Bakery. The bakery was the first one with a real mood: wet street, neon sign, brick.

Red bedroom, pink Benchy, marble desk, boxy spaceship, and Bob's Bakery. 2018 — texturing, the node wall
Procedural blocks guiding what each surface looks like. Dozens of node types, none of them obvious. Image textures meant UV unwrapping, which meant another tutorial.

Noise → Color Ramp → Principled BSDF. The starter graph. 2018 — bad floor / good floor
Same wood plank, two different node graphs. The flat one looked like a screensaver; the layered one looked like a floor.

Bad vs good. The same plank, two different graphs. 2018 — lighting clicked
Point, sun, spot, area. Same model, two passes. The useful lesson was simple: the cinematic version was mostly lighting, not better geometry.
2019 — practice, in bulk

Mannequin and a mountain, cyberpunk alleyway, astronaut and the red moon, pink bedroom, and light shaft canyon. 2019 — lighting cont. (cat eye)
Reflection lesson. The earth on the left, the same earth reflected in the cat's eye on the right. Made me actually understand reflection probes.

The right image taught me what reflection meant. 2020 — renaissance
Came back with new tools and new patience. After Effects for compositing, Photoshop for textures, Premiere/CapCut for cutting.
2020 — Photoshop & After Effects
Ps for the still pass, Ae for anything that moved. ESD Robotics title cards were the first time the 3D work showed up somewhere other than my own folder.

Compositing tools, plus the first paid-ish use of any of it. 2021 — interactive worlds
Stopped just rendering and started entering. Assetto Corsa for cars, Blender for the layout of an entire building, Fortnite Creative for a hallway you could run down.

Cars, layouts, hallways. 3D as places, not pictures. 2022 — real world → 3D
Photogrammetry classroom scan came back jagged with chunks of missing wall; the NGP version came back as a brown blur. Both useful in the same way: they showed me where the frontier wasn't, yet.

Photogrammetry and NGP attempts. Where the algorithm gave up, the lesson started. 2022 — animation gets harder
Realism animation was the dashcam exercise: wet suburban road, gray sky, parked cars, low camera. The other end of the same year was pure complexity.

Complexity. The other end of the same year. 2023 — modern age: VFX & Twinmotion
Twinmotion arrived and the lighting problem mostly went away. The stylized cyberpunk frame became my standing test render — easy geometry, hard mood.
2023 — VFX, the kid in the snow
Body tracking on a real kid in red pajamas, then the same kid composited into a snowy 3D environment with penguins. It is exactly as awkward as it sounds, and exactly as much fun.

Body tracking, penguin compositing, and the snow scene. 2023 — real spaces, digital cars
Photographed a messy office floor, dropped a Porsche onto the carpet, matched the lighting until you almost believed it. On the side: point-cloud scans of hallways and storage rooms, just to see what the scanner could and couldn't hold.

Porsche on the office floor, plus point clouds of hallways and storage. Summer 2024 — ESD Pavilion
The biggest single project in the whole arc. Walked the campus with a camera, RenderDoc'd a Google Earth frame for the underlying mesh, blocked it out in Blender, textured it, exported to Twinmotion, planted trees by clicking dots on a top-down blueprint until the perimeter filled in.

The summer in six boxes. Summer 2024 — the pavilion
The shot the project was named for.

The pavilion shot. Fall 2024 — green-screen presentations
The same loft game-room photo, this time on the left of a slide. On the right, me in a purple hoodie with the background keyed out — 3D skills creeping into how I gave talks, not just what I made.

Same room as 2016. Different use of the same skills. 2025 — the future
Separator slide, not one of my renders: neon, scale, vehicles, and a quick marker for what comes next.
2025 — splats & generation
Gaussian splats on the way in. Photoshop with Remove Background quietly running on aerial campus shots. The pipeline is starting to include things that didn't exist when I started.

Splats, scans, and one quiet little AI button. 2025 — MetaHumans
Raw head scans next to a screen of the person they're scanning. The frontier is a face you can drop into an engine.

MetaHumans. The head scan and the head. 2025 — toolbox
The stack now lives across Blender, Fusion 360, Unreal, Photoshop, CapCut, Twinmotion, and After Effects. The tool changed; the habit stayed the same.
Where to start, if asked
Start with Blender Guru's donut, then keep making things that are slightly outside reach. That is the whole gateway.
From the gallery





What I came back with
13-year root system
Lesson from the terrain
Andrew Price's donut tutorial is the gateway — almost everyone in 3D started there, and I did too. What it actually teaches is that a craft is a stack of disciplines pretending to be one program: modeling, texturing, lighting, rendering, compositing, layout. Thirteen years in, every other thing I build — UI, hardware, arch viz, video — is some rearrangement of that same stack.
Cross-links
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