Wednesday, September 2, 2009

Pirate Ship Helm

So this is a test compile to see if the render layers and animation will work before I go any further with this scene i'm doing this is the result of 6 H of modeling , revisions, textureing, rig/rig repair, and keyframeing the animation. Rain effects done in After Effects.

Tuesday, September 1, 2009

low poly charater textures

A texture break down for a character I modeled a while ago.
Here is her UV map.

Monday, August 17, 2009

Pirate's Walkcycle v2

Version2 of Ghost Pirate's walkcycle.

Tuesday, August 4, 2009

hunley wake test

A particle test for the wake disbursement for my model of the Hunley

test pirate walk

First test of the Pirate rig. i have to tweak some skin weights that didn't mirror correctly and fine tune the hand controls, but it's a decent start

organic sub

Early pass of the biomechanical sub for an upcomming project, more mudbox has been done and have started tweaking in maya... we'll see how it comes along.

Monday, July 13, 2009

Hunley Civil War Sub

Renders of my model of the Hunley. A Civil War sub that was the first to successfully torpedo an enemy ship. These are for the same up comming project as the mudbox work.








Arrrrrrrr







Some Mudbox work for an up comming project.

Friday, July 3, 2009

New Wulff sculpts

I've been unhappy with my werewolf's head for a while now so I've been toying with a resculpt. Here are some renders of my preliminary resculpt. I think I'm going to adjust the base mesh before I go any further to closer resemble this shape.

I think I'm also going to rotate the hands palms down, the way they are adds too much 'candy wrapper' twist when I animate.

Thursday, July 2, 2009

quarter 7 WIP reel final

So I fixed the audio issue on this reel so you can hear the lipsyncs and background audio.

Here is the end of quarter reel I was cutting together last week. I am curently experimenting with uploading a higher res Modeling reel to youtube, if it works i'll embed it at the top right of the page, with more higher res to follow.

Thursday, June 25, 2009

Frazzled

Working on my end of Quarter reel, may post the rough un edited cut, more likely is the finished one some time early July.

Monday, June 15, 2009

Demo Reel WIP

Work In Progress Demo Reel June 2009

Sunday, June 14, 2009

Well here is my second run at the sub. Better textures, and refined Geometry, it has it's main masts now rudders on all the tail fins recesses for bow planes, and torpedo tubes with hatches. I don't know how much more I'll add right now as I want to keep this as a low poly game quality model. However I may tackle a high detail film quality version once the quarter is over.

Friday, June 12, 2009


Oh my God... basic textures on a model BEFORE a deadline I gave myself, AND posted to boot. The world is ending , look for Nazis riding Dinosaurs. Still some issues with my texture map so it's not entirely done before my deadline so I guess the world is safe from the Rapture for another week or so.
So I became inspired today after a seminar I attended, so when I finally made it home I cranked this out in about 3 hours... it needs more detail work and better textures, but it is a good start hope to finish it tomorrow or Sunday at the latest, depends how busy I get with end of quarter work. It's not rigged yet but the screw's pivot is set properly for a test rotation and the rudders on the port and starboard stern fins are also properly pivoted to deflect. The stacks on the tower are place holders until I get the real ones modeled.

Tuesday, June 9, 2009

Real world enviroment Henry House

My very neglected model of Henry House here in Halifax, I am aiming for full textueres by the end of June as soon as I have them done I will post them, and maybe a camera move as well.
Some pics of the Macross Fortress I modeled with updated textures not quite done but coming along.










So I'm going to be getting off my busy butt and updating with some stills, and I will upload some video soon.
This is a low poly character I modeled using the guidelines for a local game company's modeling test. She (minus room and pine box) comes in at around 5500 polygons counting props with full body as well as clothes and secondary props with turned off visibility for "holster" cycles used Maya and Mudbox she has a normal map as well as a displacement, but currently only the normal is applied.