Quade Maccauley

Quade Maccauley

What was the inspiration for your artwork?

My inspiration for my artwork would be from playing various Nintendo games over the years, such as The Legend of Zelda series and Super Mario series. 
The Crystal Mushroom Shrine project was made for my Lighting & Texture class and the minecart animation project was made for my Advanced 3D animation class. For The Crystal Mushroom piece, I wanted to create scenery that looked aesthetically pleasing and unique to draw people in, like something you would see in a Mario or Zelda game. For the Minecart piece, I was focusing on the gameplay and adventure side of things, telling a little bit of a story behind it, as you would see more of in Zelda games.

Please explain what we are seeing in your pieces and (MEDIA USED, TECHNOLOGY, OR SOFTWARE USED) how you went about creating them.

For the Crystal Mushroom piece, I modeled and textured all the assets in 3DS Max, put them all together in one FBX file, and then exported them into Marmoset Viewer and rendered out a scene for the final result. For texturing, I gathered images from the internet that would be used as base texture maps, edited them in Photoshop, and then created additional texture maps using a program called Crazy Bump. The crystal mushroom actually came from a sketch I did a few years ago, before attending Ai, and for my 3D project, I wanted to base it off that sketch and add more assets to it.  For the Minecart project, I first modeled and textured all the assets for the tunnel itself in 3DS Max, then made modular sets to be constructed together later on for the final animation. After that, I modeled and textured the rest of the assets in 3DS Max, Including the actual minecart. All the textures were once again gathered from the internet, edited in Photoshop, and finished in Crazy Bump. Once I had that, I constructed an animation scene together in 3DS Max using the modular sets I made, and used the animation tools in there to animate the minecart along the tracks and exported an FBX file with the baked animations. This file was then imported into Unity, where I spent the rest of my time lighting and setting up cameras, as well as integrating the rest of the modeled and textured assets into the scene. Additional assets were downloaded for free from the Unity Asset Store and were mainly integrated in at the end of the animation scene. Finally, I exported a Unity Build of everything, opened it and played it, and recorded the live gameplay in a video using a live recording & streaming program called OBS. This is the final video that you see.

How can people find out more about you and your artwork?

https://quademaccauley.artstation.com/
https://www.facebook.com/quade.maccauley