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!

Tuesday October 22, 2002

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 .

I'll upload new private work once done.

Thursday June 5, 2002

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 section. (page 7)

Friday March 15, 2002

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 renders are now in the 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 can be found in the section (page 6)

Tuesday January 1, 2002

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 is in the section. (Page 6)

Also new to the site is a Quake III Arena Player Model of I did for a modelling contest. The model is found in the 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. the model and enjoy!.

Monday December 10, 2001

I have uploaded a new painting, a 19cm x 28cm piece called to the 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.

Friday October 19, 2001

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 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 and a . 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 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 in the section. (page 4) I have amended the brightness on the image, as it was too bright previously.

Currently working on a background scene.

Thursday August 30, 2001

A new model, "creature" is now up in the 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 :)

Wednesday August 1, 2001

I have uploaded - a new 20cm x 29cm acrylic painting I've done to the 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.

Monday July 16, 2001

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 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.

Tuesday April 17, 2001

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 to go to new animations section. Deadgirl vs Bone Demon animation is under 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.

Saturday March 31, 2001

I've added the original concept for Tri-Bo to the 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

Wednesday March 28, 2001

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 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 section (page 3). For the concept go to section or .

You'll find the Bone Demon clip if you scroll down in the Section. Enjoy :)

Sunday January 14, 2001

First update of 2001 :) Quite a bit of new stuff here, including two new traditional pieces, and . 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 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 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 section and tweaking the 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 section (page 3)

Saturday October 21, 2000

I've posted up 3 new images in the 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 section (page 1), or you can .

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 to download them.

Bonzai Island is far better now and 200K smaller to download. I'm currently modeling the in 5000 polygons. I should have it done soon...

Monday August 21, 2000

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 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!

Monday June 26, 2000

I've been experimenting with MAX, as a result the image "Zonbie System" is now in the 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.

Friday June 2, 2000

Added "Skeletal Soldier", another portfolio piece to the section (page 3). I'm still working on other new pieces, they'll be up as soon as they're ready.

Tuesday May 23, 2000

Added "Julie", my contest entry, to the section (page 2) and also a frame of the textures used for Grave Hill. The competition at 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.

Tuesday May 9, 2000

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!

Friday May 5, 2000

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 and so I'll be posting my enter on here soon! In the meantime I've added one new image to the digital gallery.

Tuesday March 28, 2000

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.

Sunday February 13, 2000

Animation's updated with 1 new animation available for download go to animation's for more info.

Sunday February 13, 2000

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 .