New Concept Art:
Work in progress thread at CGtalk: here
Still Life Painting
These are the four major homework assignments from Still life class that I took in Spring of 2009. Oil on 12x16" boards.
Charcoal Drawings
These drawings were as part of the large homework assignments for my Analysis of Form and Figure Drawing classes.
(click on images to enlarge)
Demo Reel of 2007
The outtakes from my demo reel:
(Click on pictures to enlarge)



*Punk character is a take on a real person from photo sessions at www.3d.sk
*Soulblighter's original concept was taken from Bungie's "Myth2: Soulblighter" game, and then somewhat modified. A promotional painting by Craig Mullins can be found here.
*Drahl Infantry and "Wiggles" were done from my own concepts.
Demo Reel on Veoh:
- Smaller version. Double Click on the video to see it bigger on Veoh, or:
- Download large version (HD 720) from the downloads pane on the left.
Punk Shaded Views:
(click on pictures to enlarge)



Wireframes:
(click on pictures to enlarge)
"Punk"

"Soulblighter"

Drahl infantry and "wiggles"



Polycounts:
Punk:
- Original low res base at 3,187 faces, 6,269 triangles without hair and jewelry, which don't have low res versions.
- Base mesh in the scene with refined torso and all accessories at 50K+.
- Meshes could still be optimised further for game engines.
Soulblighter:
- Current base mesh at 3,816 faces
- The whole base level scene is at 14,023 faces, without grass - 336,187 with. Grass was paint fx in maya converted to polygons for speed.
- Character model could be optimised further for game engines.
Drahl Infantry and "Wiggles":
- Drahl Girl is at 85,980 polygons, base mesh
- "Wiggles" is at 167,085 polygons, base mesh without long wires
- The whole scene is at 289,546 of 0 level. It recieves level 2 smooth subdivision for rendering, as well as a displacement for the ground.
Software Used:
(Click on pictures to enlarge)
*Punk character is a take on a real person from photo sessions at www.3d.sk
*Soulblighter's original concept was taken from Bungie's "Myth2: Soulblighter" game, and then somewhat modified. A promotional painting by Craig Mullins can be found here.
*Drahl Infantry and "Wiggles" were done from my own concepts.
Demo Reel on Veoh:
- Smaller version. Double Click on the video to see it bigger on Veoh, or:
- Download large version (HD 720) from the downloads pane on the left.
Punk Shaded Views:
(click on pictures to enlarge)



Wireframes:
(click on pictures to enlarge)
"Punk"

"Soulblighter"

Drahl infantry and "wiggles"



Polycounts:
Punk:
- Original low res base at 3,187 faces, 6,269 triangles without hair and jewelry, which don't have low res versions.
- Base mesh in the scene with refined torso and all accessories at 50K+.
- Meshes could still be optimised further for game engines.
Soulblighter:
- Current base mesh at 3,816 faces
- The whole base level scene is at 14,023 faces, without grass - 336,187 with. Grass was paint fx in maya converted to polygons for speed.
- Character model could be optimised further for game engines.
Drahl Infantry and "Wiggles":
- Drahl Girl is at 85,980 polygons, base mesh
- "Wiggles" is at 167,085 polygons, base mesh without long wires
- The whole scene is at 289,546 of 0 level. It recieves level 2 smooth subdivision for rendering, as well as a displacement for the ground.
Software Used:
- Autodesk Maya
- Adobe Photoshop
- Pixologic Zbrush
- Adobe AfterEffects
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