Wednesday, December 9, 2009


Pretty sure nothing is new on here that isn't somewhere else on my blog, but never the less this beast took FOREVER to make. Mainly because I have never used after effects before, except for very minor rendering stuff.

It sits at about 2:30 and from all the sites I have looked through that seems to be an acceptable demo reel length. I wanted it a little shorter, but I'm not really willing to rip anything out unless there's a really good reason.

Please comment and critique! Be brutal! This thing has to knock the socks off of any employers/artists I show this too. Even minor stuff could be helpful!

Also you can go to my website

by clicking the banner at the top. Again, please comment! Building my first real site (lol, pun) was a huge learning experience as well. Tedious, but worth it. Just like UV's.

Thursday, November 19, 2009

A whole month gone by

Been cracking my head over portfolio stuff. I took a break last week and decided to sculpt a new character and finish my horse by splitting it into a draft horse and a demon horse. More of those three later.

Also finished a green chavant sculpture of a fat guy, not entirely unlike Billy's dad. More of him later as well.

In the meantime here is my flatbook so far, and check out my website

Sunday, October 18, 2009

Moar stuff

First up is the intro to my demo reel. Not rendered yet, but here is a playblast. The animation is still a little wonky, But with the camera shakes, I don't think it will be super noticeable. Ignore the placeholder meshes, they will be replaced with my weapons and shield.

Also attached is the inspiration for the whole piece from EA Mythic's Warhammer Online.

I also took Bryan's advice and tweaked my blend heads. I re-did the lighting so that much more detail is visible and tweaked the material pretty heavily for more of a clay texture. Sadly the badass decimation plug-in doesn't work for blend shapes, since it re-topologizes based on detail. I wish I would have known about that plug-in earlier, I've been using a workaround through 3dsMax that was kind of a pain.

Friday, October 16, 2009

Blend Heads Finished Kinda!!!

Here is the draft render (no background yet) for the blend heads. I ended up having to use the level 4 division out of zbrush, anything higher would crash any available computer. I think enough detail is preserved that making really clean normal/disp maps are probably counter productive.
Custom mental ray shader/lighting setup.

Monday, October 5, 2009

Portfolio Crunch: Now with fiber!

So this Wednesday is the start of what will be the most grueling 10 week crunch I have experienced thus far, and something tells me it will be only the first of many to come.

Up first are some more busts for the blend shape thingy. I'm re-posting the fish-girl and chupacabra-Anubis guy in video form. As well as the last 3 (for now) heads: a mob boss, the basic planes of the face, and the start of a toddler. Not sure if I like the pattern on the fish girl's head...

And after that are the base mesh of my coat of arms: 2-hand orc blade, pump action grenade launcher, and a shield with my logo in place of the Triforce.

SIEGE was this past weekend and I got some really great input on my portfolio stuff, and some very honest criticisms of the Nightmare tower level that I've been doing with Yusuke and Aaron. So one of the many tasks next quarter is to retool most of the assets and textures to make them really pop and actually look next-gen.

I did some testing in maya just to see how exactly I was gonna do the animated blending of one head to another. So i ended up just using a blend color node in hypershade to blend between one normal map to another (just color in this demo). I initially tried doing really clever stuff with animated gifs, but turns out you can just key the blender attribute :P

Only small snag is that the blender node only has 2 blend targets, I have like 8 heads. So I will have to render each section separately.

Wednesday, September 23, 2009

Game Jam 2009

So, last weekend was game jam, a 48 hour contest between groups of students from AIA and SPSU to see who could make the best game. All assets, programming, and even game ideas had to be made within the 48 hours.

So my contribution to H.E.A.T. (Hyper Extreme Attack Tanks, lol) was to model 4 tanks, each with its own set of stats. The game itself is sort of a mash-up between Joust, Blaster Master, and Smash Bros. First day was spent on modeling, second day was for title screen and other junk.

Tank 1 is the Slug. Average build, basically the human in D&D terms, ho-hum.
Tank 2 is the Heavy. Obviously has higher attack and defense, but really low jump and speed. Also fire rate is pretty bad.

Tank 3 is the Bike. This one has the lowest attack and the least amount of armor, but it's also the fastest and has really fast fire rate.
Tank 4 is the Pider. Look up Baman and Piderman. Basically average, but with really great jump ability.

Thursday, September 17, 2009

some creature bust WIP

Probably will leave these alone for a little while, gotta go make furniture now!

Thursday, September 10, 2009

Bust turn arounds

Some busts that I have been working on in very tiny increments. I will post the level that me Yusuke and Aaron have been busting our butts on for the past quarter. But for now I am goin to catch up on sleeeeep. Also, I'm calling the Goya thing done for now.

Friday, August 7, 2009

What does a wraith, a horse and a possesed statue have in common?

They are almost done! Or at least they are progressing along.

So, some more work on the horse. Really trying to get a better understanding of it's anatomy. Once you realize what you're looking at, it's odd how similar their anatomy is to ours.

And the wraith. Textures are mostly done, just got a couple seems to play with. I have been experimenting with ambient and alpha maps on his skin and cloak respectively. I would post actual renders but...

THAT is what maya is giving me right now. The normal map must be completely off the scale. I can either tweak some stuff in maya or I may just render him in unreal. Me, Yusuke, and Aaron are putting together a psychological thriller horror level and I have a feeling he will fit in just great.

Speaking of which we have a segemnt similar to bioshock where when you turn your back, the statues move around. So this is them so far. Gonna clean em up a bit and try to find a plaster matcap (or maybe make one). If not he might be bronze or stone.

Also, the goya sculpt will be getting some more attention now that the wraith and horse are finishing up! WOO!

Saturday, July 25, 2009


Some stuff I've been working on. Nazgul is nearing completion now that if figured out the problem with the uv's. Looking pretty sweet if I do say so myself.

Nazgul's horse. Just making it a regular horse to begin with. Later it will be emaciated, undead, and posed. Maybe give it that broken back thing that some horses get.
with hair planes and such

starting some busts to be put into a blend shape animation (good example here at 2:30) . I plan on doing several by graduation, so I'm trying to spend under 10 hours each. nearing 5 on this one.reference from good old

Friday, July 10, 2009

Finish Him!

I am seriously sick of messing with this nazgul guy. I never get to spend a big chunk of time on him so It ended up getting spaced out over like 2 quarters. He WILL BE DONE in less than 2 weeks, including most of his horse!!!!!! Beginnings of texturing. I tried reapplying normals, texture etc to lowest poly mesh (around 5k) looks crummy, so i will probably just use a higher subdivision, or crunch a higher one or somthing.

Also his teeth are glowy because of matcap and reversed normals, and he will be MUCH paler.

"AAAAAaaaaaarrrgggghhhhh!! Fear me and my horrible UV seams!!!"

Sunday, June 21, 2009

Colossal again

So, Bryan Wynia's concepts blew my mind so I started doodling around with a Shadow of the Colossus creature. Just starting, but I think I will do either humanoid or a dragon thing.

Wednesday, June 10, 2009


just an update on goya

After I finish up a few things, I am going to do a really high poly coat of arms. Except it's gonna be a gun, an axe, and a shield in front. Now to decide which to use. I want to do a preexisting gun, a warhammer axe, and the legend of zelda shield. I need some detailed inorganic props for my portfolio for some diversity, and I thought this would be a good way to make some very unrelated objects and comp them together.
Here are some of the things I was thinking about using as reference:

Not too sure about the shield, but I can't really think of any other recognizable sheild other than captain america's, but his is a little too simple. Here is how I'm going to have them positioned:
Any suggestions are welcome as always!

Thursday, June 4, 2009

Anatomical sculpture

This piece has been done for some 2 months now and I finally had access to a decent camera so I took a few pictures. Tomorrow I will post fliers at the school to see if any photography students would like to help me light and shoot this at a better quality, cuz right now.... ugh....

Anyways, pics should be good enough to get the idea. I'm starting another one, a cartoon character. I hope to be done before next quarter starts up. Should be a much less intensive undertaking, less detail, more exaggeration. WAAAAAY MOAR.

Big thanks to Elio Guevara, Budowick and Bryan Wynia for helping me out on this, the anatomical knowledge i gained from this exercise has been far more useful than I could have imagined.


Trying like hell to finish this thing soon. Next is the hands and feet, and a few other areas need tweaking. Namely trapezius, forearm, knees, and stuff. Can't wait to texture this guy.

Thursday, May 21, 2009


edit: a little more work on it

Final project for mythology class. Only about 2 more weeks to mess with it, for the class anyways so any comments or anything are super welcome as always.

Monday, May 11, 2009


Turnaround video. I plan on texturing this later.

Saturday, May 9, 2009

Dominance war

Finally had some time to mess with this some more. The hideous boots will be all but hidden, so i spent no time on them. Now the texture map....

also, the cloth will be mostly transparent/ripped up

Thursday, May 7, 2009


I was bumming around the internet the other day, week, i dunno, but i found this. ....holy crap....

It was done by, not one (phew),but a group of a few students at the Vancouver Film School, the credits are tough to read though. So anyways, no I have been drawing nothing but Shadow of the colossus, panzer dragoon orta, howl's moving castle, and legend of legaia inspire creatures. I'll post some silhouettes later.

Wednesday, May 6, 2009


For mythology I am doing a little presentation on tiki's so, here is my visual aid!

Edit: Forgot to mention, the first matcap I made after looking at about a million of em and not finding the one that I wanted. The other 3 were just some really cool ones I found. The first is based on one of sathe's bronze matcaps, and the next three were made by mrpeculiar, Erklaerbar, and klein respectively.

I really enjoyed making the matcap, I think I will do more!!

Wednesday, April 22, 2009

Stymphalian birds

Modeling is basically finished, just playing with some rendering options and stuff like that. I will unwrap and texture a few pieces, but most of it will be just shaders. Tiki head soon!!