A Big Artist For A Big Game

Hello, I’m BDCV— a 3D+ artist.

I picked up 3D close to 10 years ago. Because there was a need: Art.

Pets. Architecture. Fashion. Cars. Weaponry. Environments.

The work uploaded to this page, and in general on this site, is just a glimpse of every domain I’ve touched in my life.

The following was created entirely by me.

Spectrum˙
A Counter-Strike 2
Skin Collection

Pearlescent, with Normal Map support. [PBR]

Introduction Sequence. Created with Houdini. Rendered with Octane. Soundtrack provided by Monstercat.

And more.

Spectrum shifting through Space-Time

A procedural weapon generator, capable of making an infinite number of variants.

3.5K Average Polygon Count, Single 1024px Texture, 1.1 MB Total Size
Generator in action inside Houdini’s viewport, each new frame randomizes the generator’s parameters, in the video it is at the 19,000th iteration.

Sublime Architecture.

Enjoy this experience here.

An entire world packaged as a .3D file.

I create a world, add path tracing effects to the scene, render it out. And just like that, path tracing becomes a reality on the web.

Sublime Architecture cont.

Play here.
It takes a while to load because the file has not gone through final optimization.

Deployed via Oncyber, this can be played on the browser as is it one giant .GLB file.

To create a work like this, I used 8+ programs to bring it to life.

“ARTWORK”

And a Proof-of-Concept.

I created a Terrain, alongside a system that slices it into chunks, then optimized, assigned a color attribute from a texture. Tunnel holes blasted. And lastly, each tile is exported with a numbered file naming convention.

Automatic, organized and fast iterative workflow designed for ease of use in Roblox Studio.

The Roads and their elements [road markings, road rails, sidewalk] are procedurally generated from a single editable curve.

Buildings vary in size, and yet every floor is the same height.

Words don’t do art justice. Experience this game for yourself in Roblox here.

In-game footage, Roblox.
Interactive, procedural, road and bridge construction.

Much like the terrain, the road system and its components are automatically sliced, so they can be imported with ease in Roblox Studio.

Tree instancing demo. Houdini > .JSON > Luau Parsing

In a single click, let there be thousands of trees. Randomized orientation, scale, and Cd. Density based on the terrain’s slope.


These methodologies, are used by the best studios in the world.

I research technology to build the games of tomorrow. So that our artistry is not limited by it. Being an artist is not only about having a vision, but knowing the brush for the job.

Houdini blurs the line between games, art, and film
Hear what the pros have been saying for nearly a decade.

As a single artist, my abilities include— but are not limited to:

A Unique Aesthetic Eye, in Pursuit of a Timeless Aesthetic.

Optimized and Performant Asset Creation.

Algorithmic Content Generation.

3D Modeling, Sculpting, UV’s & Texturing.
Maps, Pets, Environmental, Vehicles, etc.
3D Sim, Animation. Rigging.
Cloth. Smoke. Particles. Fire. Destruction. Storms. Oceans. Characters.
Game Design.
Map Layouts, Look Development, Pipeline Creation, etc.
Rendering.
Short Films. Still Frames. VFX. In-game Icon/Thumbnail assets.

Proficient in:

Roblox Studio [+10 Years of experience]

Houdini [Procedural workflows, pipeline creation, node-based, industry standard, +3 Years]

Blender [+8 Years of experience]

ZBrush [3D Sculpting]

Substance Painter [3D Texturing, +7 Years of experience]

Quadspinner Gaea [3D Terrain]

Adobe CC [Photoshop, Illustrator, Premiere, After Effects, 8+ years of experience]

Nuke [Video Editing, VFX]

Octane [GPU Renderer]

3Delight NSI [CPU Renderer, capable of large scenes that don’t fit in VRAM, industry standard]

Previous Achievements:

Lead 3D Artist for Emergency Response: Liberty County. During my 1 year there, I helped the game reach a new record of 45,000 concurrent players. My work is still well alive in-game. Timeless.

Created Little Miami, the Flamingo DAO‘s first artwork gallery for their collection. Total assets equaling about $60M.

Invited to RDC in 2018. For a game I co-created. I was only just beginning to experiment with 3D graphics. I created the entire map below, in a year solo, when I was just 15. A set of guns, cars, and all of the UI.

Flashback to OG Jailbreak. That’s what this would have competed with at the time.


The following are development images I took while working at ER:LC. All of this work was created by me in 2021. In the time since, I improved in all aspects.

The assets below are rendered in Roblox Studio


Created using a semi-procedural workflow.
Modeled using Blender, imported into Houdini to extract materials and automatically separate materials into different objects for ease of use in Roblox Studio.
Experimental development.

To think how, the greatest art is still ahead of us, it has not yet been created.