BLAKE CAHILL


Visual and conceptual artist

Designer 
 
Colorado State University

︎︎︎ About Me

WORK
︎︎︎ 3D Work

︎︎︎ Media Translation
︎︎︎ Camera Work
︎︎︎ Graphic Design
︎︎︎ Electronic Art

CONTACT
blakecahill00@gmail.com

︎︎︎ Home

 3D Work 

My collection of 3D work has been primarily created in the open-source software Blender. Within blender I have learned 3D-space workflow, as well as the fundamentals of animation. I have also used Rhinoceros 3D for use in 3D printing applications. The foundations I have learned in these programs can be applied to Autodesk Maya, Cinema4D, 3ds Max, and Adobe Substance 3D Designer, and more.


Jester

This work depicts a short cutout of the life of a jester robot. As this robot yearns to be free, he finds peace in nature. Stylistically, this piece mixes elements of classical renaissance aesthetics with more contemorary visuals and themes. With this personal project, I wanted to emphasize character animation and design, texturing, and environment creation. These scenes were created entirely in Blender; the sound design was finished in Premiere Pro.

︎︎︎Watch the full video here


Skyline Mk. I

Tasked with creating an original utopian invention that solves a social issue, the Skyline Mk. I was created. I began by researching the issue of unwalkable cities in America. Through many ideas and designs, this model ended up as the final product. My research concluded that the main reason cities are no longer walkable is due to more roadways and more parking lots. This vehicle would theoretically solve both of those issues. The model and it’s animations were created in Blender, and the final video was created in Premiere Pro.

︎︎︎Watch the full video here



Peroxide

The lyrics from the song Peroxide by Ecco2k were reimagined in the form of a book for this project. All of the graphcs were created in Blender with an exception for the text. I combined a modern serif font with stylistic cursive accent letters to create a more dynamic, yet readable, copy style. Based on the tone of the song, I wanted to build a world that feels wondrous, yet plastic. By the end of the book, the world becomes real to align with the song’s messaging.


Tunggal Panaluan

I spoke with a group of students at CSU that were majoring in History, studying the artifacts from the Pacific Islands. We came together to imagine a museum space for a specific artifact, that being the Tunggal Panaluan ritual staff. This staff was created by the Toba Batak people of Indonesia. The legend of this object relates to lovers escaping their village, being chased to a Cassia javanica tree, and being transformed into this staff once they touched it. Our goal was to visually, and accurately, represent the story with the objects in the display space. We decided to create an outdoor space to relate to the specific culture’s display traditions. The objects are white to clearly define the space as a museum, as well as to retain viewer attention on the staff itself.



Liminal Space

A Lancia Delta S4 HF Integrale floats above a pool of water in a seemingly endless room in this piece. Dark water and green-hued fluorescent lights provide an uncomfortable aura in an otherwise fantastical scene. This work utilizes fluid physics and technical illusions to achieve a visual result that can realistically only be created in a 3D environment.


Exeter (3D Version)

Based on the album’s cover art for Exeter by Bladee, this piece is a 3D recreation. The art style is meant to portray a cardboard cutout style with lighting effects that are not visable in the original image and easily created within Blender. The textures of the painting were UV unwrapped and mapped to the surface of my model to retain part of the original artwork.


Bliss Inferno

This scene was partly an experimentation with blender, and equally one with 3D printing. This model was created with the purpose of 3D printing, and in the process I learned more about creating clean meshes that conform to printing and exporting standards.


Summer Picnic

This scene had the purpose of expanding my knowledge regarding realism, texture, it’s interaction with light, and collision physics.




2024