Lab

//CreatureShock

April 9, 2025

Here is a UEFN project I am working on based on the game System Shock. Currently in the “vertical slice” phase, trying to establish the game loop. One interesting challenge has been exploring how to use the new stat devices for an RPG style rogue lite. So far the challenge has been the fact that the stat devices do not allow you to “zero” out the levels, which doesn’t lend itself very well to character stat creation. With this in mind, I am having to scrap the stat devices and go completely custom verse code. Very challenging indeed.

//BreakBust

February 27, 2025

I have embarked on a Unity project. Maybe the last one depending on the fate of one of my favorite software. It’s a concept I have always wanted to attempt and I think it’s simple enough yet fun. below are a series of gifs that show the progress. This concept started with a sketch I can’t find anymore, but its mostly inspired by Bust-a-Move meets breakout. And maybe some angry birds thrown in the mix.

I have been using Grok, and its allowed me to get this far in about 4 days. It has not gone totally smoothly but from what I can tell this concept is refining nicely.

quick zbursh ball placeholder

Added a chain reaction visualization for the editor, changed the method of chain reacting to a more performant method.

//RevitPrint

March 18, 2020

With the help of Houdni, I was able to reduce a dense architectural Revit model to manageable and precise slices for modular printing. After a good 40+ hours of printing on a $130 Crealty Ender 3, I was able to glue the sections together and form a 17″ tall PETG print. One of my biggest and most cost effective efforts yet.

It’s completely hollow for lighting capabilities

//AreYouNot…

April 8, 2017

Here is a Maya animation test bringing Alembic into UE4.

The environment model is from 3dwarehouse.sketchup.com/
Music : Panda Eyes -Weed N Fries

//NacciFibo

January 5, 2017

Some Arnold and Maya

//Mashup

December 15, 2016

Maya has killed C4D. There is little reason to use cinema 4d now that 2017 has included the Arnold renderer and the new motion graphics tools.

Mashup

//BelatedHalloween

November 1, 2016

I spent about a day on this. Photogrammed my face, then boolean’d a rough form. The printing took the longest so I had to cut corners. The Upper mask had too little infill and de-laminated. I was able to snap a crappy selfie before it disintegrated entirely. The fit was pretty close! Happy Halloween!

halloweenzbrush

halloween2016cropped

//Drop

August 9, 2016

DropTeaserWip1

DropZone2

//Bands

June 22, 2016

Some substance patterning. After making horizontally tiling alphas, I detailed and modeled the rest in zbrush, then rendered in vray. Next I printed them out to custom fit my hand. I have a few coming in from shapeways in silver. https://www.etsy.com/shop/Haasco?ref=l2-shopheader-name Available on Etsy.

8Bands

ringPrint

bandHolder

20160630_122849

//TechTorus

June 9, 2016

Here is a very low poly zbrush to substance to UE4 exercise.

TechTorus

//TaoBot

November 19, 2015

The struggle is real. This sketch represents the force required to keep polar opposites connected as they are constantly rejecting one another. This concept is pervasive throughout humanity.

I’ve started this in Zbrush and plan on finalizing in Blender.

tao1

**Work in progress, adding detail, remeshing, etc. I’m making heavy use of the zmodeler brush.

Daowip3

***Update
The UE4 arms are very handy, thanks Epic!

Tao2

***Update 6/11
Incorporated the Bagua, added some color
It’s tricky to assign unique colors for wind, water, and lake but maybe I need to dig deeper into the translation

taoWip

//Prints

Posted on by Daniel Haas

This gallery contains 6 photos.

All of these prints were modeled in Zbrush, printed with PETG

HalloweenMasks
Here are some Halloween masks printed in Ninjaflex rubber filament. I modeled them based on rough scans of my face, then wore them around the neighborhood with my son.

arrow
I painted the ninjaflex Arrow mask with some krylon black and green spray.

Pets
Plastic PETG prints

coldCasting
Here is my first pass at using metal filaments and cold casting. The tan prints are using bronze infused PLA. I will post another update after I polish the bronze. The smaller prints are cold casts from plastic prints. I mixed bronze powder and resin, then poured the mix into a latex mold.

hollowpLight

hollowpDark
Here I have printed a large 8″ PETG white print. It’s shape allowed it to be printed completely hollow! Makes a nice lantern 😀

More Galleries | Comments Off on //Prints

//C4dShaderTest

October 20, 2015

Completely procedural using vertex masking, There is only one bump map driven by alpha channels, no normal maps or diffuse maps. I think I’m going to be using cinema 4d for a while.

shaderTest3

//37thAnnualMFA Blaffer UH

April 10, 2015

Here it is! The show went really well! Hopefully the first of many virtual reality projects. Take a look at the images below, and hit the play arrows to get a Web browser view of a couple of the HMDs (Hanging Mounted Displays) that were in the gallery.

Most of the hardware was 3d printed, and the electronics included only 5 Samsung S3 android devices. The software used to generate the imagery was Zbrush4r7 Blender, Dive for Unity, and VR player for android. Audio generated in Ableton live and Audacity, mastered in Unity 5.

Much thanks to Evan Lee for joining me on this endeavor.

More examples to follow in later posts, including behind the scenes and VR player examples.

Blaf5


Blaf1

Blaf2

Blaf3

Blaf4

Blaf6

Blaf8

Blaf7

//HMDalphas

March 21, 2015

Here are two variations. One of them fits heads better. #ZB4r7

On the home stretch. Next post will show them installed.

HMDalpha1