A quick character I made to try out some generative texturing techniques and some lighting ideas.
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occasionally subtle

izzy's playlists!

if i look back, i am lost

pixel skylines
Not today Justin
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oozey mess
Three Goblin Art
Sweet Seals For You, Always

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ojovivo

Love Begins
Game of Thrones Daily
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Show & Tell
todays bird

JBB: An Artblog!
Cosmic Funnies
let's talk about Bridgerton tea, my ask is open
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@cameroncrogers
A quick character I made to try out some generative texturing techniques and some lighting ideas.
“Stay At Home Kraken” - a slightly more complex scene. Everything modeled and designed by me.
Some experiments with texturing and 3D text.
A recent funny character design.
"Baseless" by me. I did pretty much everything for this scene (modeling, rendering, texturing, etc), but I did use some alpha cards for trees and clouds out the window. Lately a lot of people have been asking me about my 3D work and whether or not I'm still doing it. Yes, I still am, but now I'm skilled enough that my projects take a lot more time and effort than the early stages (I also work full time as a school administrator). Luckily, I was able to complete this scene this month in addition to working on some super secret projects behind the scenes.
Corridor by Cameron C. Rogers
“Interloper” by Cameron C. Rogers
Any unauthorized use of this image is prohibited.
“Cartography for Dummies” by Cameron C. Rogers
Any unauthorized use of this work is prohibited.
“In a Perfect World” by Cameron C. Rogers
Any unauthorized reproduction of this work is prohibited
“Space is Mundane” by Cameron C. Rogers
I added all of these items to my print all over me store. Please check them out!
https://paom.com/stores/CameronCRogers
Unauthorized use of artist’s work is prohibited
I recently started selling clothes on Print All Over Me. You can buy this design and my one other design through my shop there: https://paom.com/stores/CameronCRogers
Agonizer by Me
I’ve started working in World Machine and Geoglyphs more. Hopefully you’re going to see a lot more procedural terrain in my work.
I'm working on some new methods for quickly generating large buildings that work efficiently in 3D scenes, especially for use in night shots. Typically I'd use textures as the key element for buildings, but I've been feeling like a lot of those methods look pretty flat, especially when illuminated. Additionally I've developed some methods for randomly lighting buildings with different temperature lighting and stuff like that. Here's where I'm at with those experiments.
Walk Cycle with Material Animation
© Cameron C. Rogers
Any unauthorized use of this work is prohibited.
Red Robot Solo by Cameron C. Rogers