
3D Art Portfolio
of Joshua Ader
Visualization and Game Asset Creation with Blender
Procedural Material Creation with math and color nodes
Photorealism and Stylized rendering
Cycles and Eevee rendering pipelines
My Work in 3D Modeling & Art
I started my 3D modeling career back in 2016, wanting to recreate visuals of Nintendo games in Blender. Now, I specialize in creating procedural materials, as well as having general experience in archiviz, weaponry modeling, environmental scenery creation, and basic experience in character rigging and animation. I currently run a YouTube channel with over seven thousand subscribers, teaching others about 3D modeling and procedural material creation.

PROCEDURAL WORK
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The image above contains a character that is not owned by Joshua Ader has been cropped out due to legal copyright reasons that prevents TooEazyCG from displaying it. To see the full image, please visit the social media post containing the full artwork.

Liquid Substance Procedural Material. Created for a 2020 Nodevember 3DCG Twitter / X event.

Stylized Character Procedural Material. A recreation of the comic style render
(model and material not available for download).


Swirling Candy Procedural Material. Created for a 2020 Nodevember 3DCG Twitter / X event.
MISCELLANEOUS

Individual self-modeled assets used in the featured art for weekly headers for BlenderNation. Featured a unique array of abstract shaped tree designs and circular arches. These designs take inspiration from the Nintendo Switch video game Kirby Star Allies, what the artwork itself takes inspiration from. The leaves use a basic self-painted texture while the tree wood material is entirely procedurally created using Blender's node editor, utilizing only color and math nodes.

First ever test render re-creating Japanese anime styled rendering, using minimal texturing, normal mapping, and stronger density lighting to create sharped edges shadows, giving less realism to the scene and more of a comic feel look. This is typically seen as just non-photobased-realism (nPBR). The meshes also an extra layer of inverted normals, which is then changed to a black flat material, giving the illusion of outlines to each object without tampering with rendering times and processing power. This test scene would serve to be the stepping stone for creating future nPBR environments.




TOOLS AND SYSTEM

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