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JOSEPH H. CADDELL
3D ARTIST 

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I worked on Jurassic World VR Expedition. I created environmental foliage, and hard surface assets, both modeling and texturing. I assisted in lighting environments, and lighting look development for dinosaurs. Software used: 3ds max, Maya, ZBrush, Substance Painter, Photoshop, and Unreal Engine.
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Tree Log B by Joseph on Sketchfab

Boulder A by Joseph on Sketchfab

Boulder B by Joseph on Sketchfab

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TO VIEW WORK - GO TO 'Private Pro Work' PAGE

Worked on a non-disclosed film, as an asset builder. This entails modeling, texturing, and implementing assets in Unreal Engine. Software used: 3ds Max, Maya, ZBrush, Substance Painter, and Photoshop.

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I helped ship Mission ISS (Gear VR), and COCO VR (Oculus Rift). My task were to retopologize high-res models, UV mapping, texturing, and placing assets in Unity. Software used: Substance Painter, Substance Designer, Photoshop, Unity, Maya, and 3ds Max.

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Worked on Paranormal Activity: The Lost Soul (HTC Vive, Oculus Rift, Playstation VR). At VRWERX I applied my skills to lighting, shader/material creation, texturing, minor VFX, in Unreal Engine; and modeling. I worked closely with the Lead Engineer to best optimize the overall performance of the game in engine while maintaining a consistent quality under the limitations of VR. I also aided in bug fixing, and minor Blueprint editing.
Unfortunately most of my screenshots have been lost, although I have a few images of what I've done. I was responsible for the entire lighting of the game, page textures in the journal, and other misc things.
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​Studio website:  http://digitaldomain.com/
For best experience - watch at the highest resolution, if possible.
At Digital Domain, we created a promo VR (HTC Vive) experience for SD Comic Con 2016. It was part of SyFy channel's new TV series "Incorporated".
My task included:
 - Building shaders/materials from the ground up for assets, including texturing.
 - Lighting - from initial block-in to polish for final shipment.
 - Integration of art assets from the modeling team into Unreal Engine, with additional modeling  when needed.
 - Setting up events and animations with Unreal Engine’s Sequencer.
 - Setting up audio for the environment, and characters.
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Reference image from live footage.

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​Steam Store: store.steampowered.com/app/501680/
​Studio website: https://www.pixelspill.co.uk/
I was responsible for all aspects of the trailer (Excluding audio, and the cassette player shown in the trailer) - this includes Models, UV maps, textures, lighting, materials/Shaders inside of UE4, and camera shots. I was also responsible for making sure all art assets were consistent in quality such as models, and textures, including lighting for our demo.

At Pixel Spill Games, we released the announcement trailer for Outreach early May 2015. We built a tech demo showcasing the core mechanics and narrative gameplay. With all this displaying the visual fidelity and atmosphere we wanted for a shipped title - we submitted an application for Execution Labs 3 month Summer cohort in Montreal, Canada. This lead Pixel Spill to land a publisher deal with Gambitious (now Good Shepard) to fund the rest of the game. We're proud to be one of the Alumni teams at Execution Labs. http://executionlabs.com/teams/

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​Studio website: http://www.berserkentertainment.com/
Here is a small collection of 3D models and concept designs I've made for Berserk Entertainment. There are plenty of other models and concepts I've made, however there's a high volume of assets. So without overflow of content on this page, I'm just showing what best represents everything I've done with the team.
I rigged and animated all the wings on the Gargoyle for gameplay animations such as: Increase speed, decrease speed, Turn Left/Right, and Idle.
Original Concept Property of Berserk Entertainment.

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[Click Me]

"Xanadu"
"A seasoned witch could call you from the depths of your disgrace, And rearrange your liver to the solid mental grace,
And achieve it all with music that came quickly from afar, Then taste the fruit of man recorded losing all against the hour."
"My eyes convinced, eclipsed with the younger moon attained with love. It changed as almost strained amidst clear manna from above.
I crucified my hate and held the word within my hand. There's you, the time, the logic, or the reasons we don't understand."