Tuesday
September 23, 2003 |
The
site has not been updated for a year. Whoops. Well I've been busy
working on Firewarrior, which is now finished and available in
Europe on Friday 26 September :) I'll be revamping the website
to include information on Firewarrior and finally upload new stuff.
:) Watch this space!
The site has been down the last week or so, due to a change of
servers. However the reason the site did not load correctly was
down to a change of the main page, which is now working. I'm still
hard at work at Kuju working on Games Workshop FPS - Firewarrior
:) You can visit the site at www.firewarrior.com or click
here.
I'll
upload new private work once done.
I've
got a new job as an artist for Kuju Entertainment :) So I've added
a few new images to the site, the first is called "Sepia"
The second is called "Industrial Room" which was build
in a couple of days (including the textures)
Textures
for the Industrial Room had to be 256x256 or smaller. Sepia was
created in PaintShop Pro. Both can be found in the Digital
Artwork section. (page 7)
I
have added two new 3D models to the site. First up, I've added
the Dodge Viper Car model I finished a little while back. It's
a 6000 polygon model built in MAX. The model uses six textures.
512x512 for the body, 512x512 for interior, 256x256 for the wheels,
256x128 for the license plate, 128x128 for the glass and 128x128
for the Viper badge.
Applied
also are bumpmaps and a reflection map on the bodywork. I used
a blueprint of the Viper as reference and created the textures
from scratch with the exception of the license plate, this was
initially sourced from a photo. The Dodge
Viper renders are now in the Digital
Artwork section. (page 6)
Also
included now is the Cthulhu Loft scene I have recently finished.
This is a 2000 polygon scene, using a combination of photo enhanced
and original texture work. The scene makes use of volume light
and bump mapping on the wood.
The brief was:-
Innsmouth
is a cursed town. The Deep Ones, deadly creatures from the sea,
have been breeding their genes into the human population of the
fishing village for years, leaving them deformed and twisted.
'Hybrids' are easily noticeable because they display 'The Innsmouth
Taint', the early visual signs that the individual is undergoing
the transformation into Deep One. A hunched back, scaly skin,
the eyes become enlarged and gill-like flaps appear on the neck.
This transformation continues over a period of years, until the
terrible conclusion when the person makes the final change to
Deep One. That latter period is a time of terrible turmoil, pain
and despair, with the hybrid going through weeks of torment and
agony as their body changes form into the sea dwelling form of
a true Deep One. Only the strongest willed hybrids survive it,
and take their chance to join their kin in the vast undersea city
of Y'hanthlei.
It
is during these final few weeks of transformation that the hybrids
are usually locked away in secure rooms, as they become a danger
to themselves and others. Racked by agonising pain and systematic
mental destruction, they are often barricaded into cellars or
lofts until the end - when either the transformation is complete,
or the victim is dead.
Build
the interior of an Innsmouth house's loft room, where a hybrid
has been locked away during his final weeks of transformation.
He successfully made the transition to true Deep One, but not
easily. The room bears the scars of a painful and tortuous few
weeks, and should really tell the story of how the poor individual
endured a living nightmare of terrible pain, anguish and torment
as his body stopped being human and became Deep One.
RESTRICTIONS
You
cannot use more than 2000 polygons in the whole scene. You cannot
use 'shaders' or other procedural textures - all textures must
be images - hand drawn or sourced from elsewhere. Any textures
you use must not be bigger than 256x256, and they must be a size
that is a multiple of 32
The
renders for the Cthulhu
Loft can be found in the Digital
Artwork section (page 6)
Happy
New Year! :)
I've
been experimenting with environments, and so decided to render
a small room to start off. This is a tomb deep underground. Rendered
in MAX using some of the effects and light fog for the final frame.
All textures were created from scratch. :) The image of Restless
Tomb is in the Digital
Artwork section. (Page 6)
Also new to the site is a Quake III Arena Player Model of Chastity
I did for a modelling contest. The model is found in the Games
section. Since Chastity is a comic character I've given the model
"comic" proportions as opposed to "realistic"
It's a fun little model and I learnt alot building it.
Download the model and enjoy!.
I
have uploaded a new painting, a 19cm x 28cm piece called Robed
Warrior to the Traditional
Artwork section. This is a concept piece for an axe
wielding warrior done in acrylics. It took roughly 12 hours or
so to paint. I'll upload some more stuff soon, I've been working
on textures as well as other models recently.
I
have added quite alot to this update. First up, two new models
I've done for a modelling contest, they are 3D Models of Chaos!
Comics Chastity & Lady Death characters. These are in the
Digital
Artwork section. (Page 5)
The
brief required the models to be 1500 polygons or less, this limit
was to include any weapons. The textures were limited to two 256x256
32bpp.
Also
here are two weapons models, a Rapid
Fire Machine Gun and a Bastard
Sword. These two models had to be limited to no more than
500 polygons each and are part of an external project. I have
also placed the concepts in the Traditional
Artwork section.
I
also have a Quake III Arena version of the Chastity model done
for the contest, which will be made available very soon.
Finally
I've updated Infected
Corpse Wall in the Traditional
Artwork section. (page 4) I have amended the brightness
on the image, as it was too bright previously.
Currently
working on a background scene.
A
new model, "creature" is now up in the Digital
Artwork section. (Page 4) These are renders of a model
I've done for an external project. The first image is a scene
render, with a high-resolution image available (125K). The second
is a front and side profile of the model including the textures.
I
was given a concept from an artist on the team, showing the two
key points that had to be included on the model, the spike arms
and shape of the head. The rest of the model had to be designed,
which I had a good idea of. (The concept only showed torso and
up, no legs)
The
model has a poly limit of 1000 with the textures comprised of
one 128x128 for the head and one 256x256 for the body, all done
from scratch. The model was done in 1½ days. Texturing
took about 3 days. Keeping busy :)
I have uploaded Infected
Corpse Wall - a new 20cm x 29cm acrylic painting I've done
to the Traditional
Artwork section (Page 3) Bit of an interesting one,
I nearly ran out of Cadmium Red doing this :) It's based an idea
I had, and took 12 hours approx to paint. Currently working on
a model.
Wow,
bit of a blackout out there :) Been very busy getting stuff underway,
there will be a big update around 1st August, which I'm setting
up now. I have two models to put up and other cool stuff, but
need to finish one of the components.
I have updated the site with a texture sheet showing various textures
I've done recently. Click here
to go to the digital artwork page. Because they are quite detailed,
I have done a hi-res 1024x768 version of sheet. (160K) Now working
on a couple of models and a skin.
Added
a brand new MAX animation "Deadgirl vs Bone Demon" - an amusing
animation of them playing...a game of pool. All animation is done
in MAX, and the table and scene was again modelled and textured
in MAX. Click here
to go to new animations section. Deadgirl vs Bone Demon animation
is under 3D
Studio MAX section. (page 2)
Also
overhauled the animation section, now split into Bryce and MAX
animations. I've added new site graphics to the animation pages,
a hybrid junked up damaged version of the site graphics. There
are two animations per page, and as before, a description of the
animation along with filesize and duration. All animations are
in self-running bink format.
Finished
previous concept work, now working on other possible concepts.
I've added the original concept for Tri-Bo to the Traditional
Artwork section (page 3) I have also changed to a new
counter for the website. Currently working on an animation and
concepts. Tri-Bo MAX Model image can be found here.
I've
put up some sample textures I've done for some models recently
along with an Alien Head, a high poly textured model and a 2D
image called "Writing Of The War"
The head is 4320 polygons and using a 512x512 texture, as well
as a 128x128 texture for the eyeball. It was created in full in
4 days. The
2D image is a quick piece I did recently in Paint Shop Pro, it
was done from scratch (no scans etc) Go have a look. :) I've
also put up textures sheets I've done for some models recently,
these have been done for an external game project and include
one weapon texture and three creatures.
You
can find all these in the Digital
Artwork section (page 4)
Tuesday
February 13, 2001 |
Well,
the site is one year old today! :) Anyway, just finished working
on skins for some models, I'll post the skins soon, also, I've
been having a go at animation, so I've posted a first attempt
at character animation with my Bone Demon. This is a simple walk
loop, created by hand. The clip is 640x480 bink format. There
are stills of the Bone Demon and its textures in the Digital
Artwork section (page 3). For the concept go to Traditional
Artwork section or click
here.
You'll
find the Bone Demon clip if you scroll down in the Animations
Section. Enjoy :)
First
update of 2001 :) Quite a bit of new stuff here, including two
new traditional pieces, Neophyte
Wasteland Guard and Dragonclaw
Slayer. Neophyte Guard is a 15cm x 21cm
gouache piece, painted in 5½ hours, while Dragonclaw Slayer
is a 30cm x 42cm black and white image done using black ink pen,
and took 10 hours to do. You can find them in the Traditional
Artwork section (page 3)
Along
with these two, there are 4 images of my deadgirl model. The model
is a 2000 polygon model with four 256x256 texture sheets. As always,
all feedback welcome! You can find these images in the Digital
Artwork section (page 3 and page 4)
Tuesday
November 28, 2000 |
Dang,
I now 24 years old today! :) Oh well, I've done a few changes
here including fixing the link to 3D Palette in the Links
section and tweaking the About
Me page.
I've also posted a quick model I made recently, it's a cute little
droid. I'll post the original drawing on here as soon as I can!
The polygon limit I set was 2500 and 4 texture sheets, the 4th
texture being smaller as It's for the lighter. As always, all
feedback welcome! You can find the 3 images of the Tri-bo in the
Digital
Artwork section (page 3)
Saturday
October 21, 2000 |
I've
posted up 3 new images in the Digital
Artwork section (page 3) of the Bone Demon I've created.
The brief was:-
Model
and texture [my] Bone Demon in no more than 5000 polygons with
texture constraints of no more than four 256x256 pixel 32bit colour
textures.
I
modeled the Bone Demon in 4841 polygons using four 256x256 texture
sheets. All the textures were created from scratch. I'm now working
on another character from my portfolio and hope to have that finished
soon. If you want to have a look at the original concept drawing
for the Bone Demon it's in the Traditional
Art section (page 1), or you can click
here.
Saturday
September 30, 2000 |
Just
a quick update. I'm updated the animations section with new bink
format versions of Bonzai Island and Candle. (now 480x360 25fps
and higher quality) The old avi versions were 320x240 25fps lower
quality and larger :P Go to Animations
to download them.
Bonzai
Island is far better now and 200K smaller to download. I'm currently
modeling the Bone
Demon in 5000 polygons. I should have it done soon...
Been
a bit since an update, but in that time I've created two models
of an Apache Ah-64 Helicopter. These were created for the following
brief:-
Model
and texture an Apache helicopter in 1000 and 150 polygons such
that the models are single objects with all vertices welded to
create a seamless model. You will need to work within the following
texture constraints, either using two 128x128 pixel 256 colour
textures or eight 64x64 pixel 256 colour textures.
I
chose the two 128x128 pixel texture sheets and have posted 2 animations
of the model rotating, one is the 1000 polygon version and the
other the same helicopter but this time modeled in 150 polygons.
The videos are executable bink format, just download and run the
file, you don't need any drivers or anything. (They
are very high quality)
Also
added four images to the Digital
Artwork section (page 2) of the model and texture sheet. These
two models were created entirely in 3D Studio MAX.
Currently modeling a corpse :) so I'll post that as soon as it's
done!
I've
been experimenting with MAX, as a result the image "Zonbie
System" is now in the Digital
Artwork section (page 2) You can also find a frame of the
textures created for this image. Got more stuff in the pipeline,
including some new paintings. That's all for now.
Added
"Skeletal Soldier", another portfolio piece to the Traditional
Artwork section (page 3). I'm still working on other
new pieces, they'll be up as soon as they're ready.
Added
"Julie", my 3D
Palette contest entry, to the Digital
Artwork section (page 2) and also a frame of the textures
used for Grave Hill. The competition at 3D
Palette has not been posted, as the site is currently down.
:( So, here's my entry anyway! For a 1024x768 version of Julie
click on the "Hi-Res" Button.
Updated
the links page, I've added links to do with either games I'm playing
or some decent sites. I'll upload some more work once I've finished
it!
Site
has moved to the new server! :) As well as moving the site I've
decided to give it a little face lift, changing this and that.
I recently enter a competition at 3D
Palette and so I'll be posting my enter on here soon! In the
meantime I've added one new image to the digital gallery.
Modified
site map, new site artwork added. Artwork now takes you to a menu
for Digital or Traditional art. New Games section added which
contains any models, skins, maps or maps I have to upload. To
start of the Games section, 1 Half-Life model has been added.
More to come.
Wednesday
February 23, 2000 |
Added
the low bandwidth version of the Bonzai Island to the animation
page. The file is 1.9MB in size and is a little heavier on compression
to keep the size down.
Animation's
updated with 1 new animation available for download go to animation's
for more info.
Site
went live today! Traditional and digital artwork examples are
on-line, however animation's are still unavailable. I will upload
a couple of animation's soon. This is my first site, and so to
keep things simple (for me at least) frames haven't been used.
When I get a chance I may do something about that.
If
you have any questions or comments you can email
me.
|