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| Character Design Reel | |||||||
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January 2004 My character design demo reel. Showcases the main character from The Golden Arm, the female and meathead characters, the base male model for Jack Sparrow, and a number of low poly characters including some from the game demo Time Traveler. All modeling and animation done in Lightwave except the characters from Time Traveler, which were animated and textured in Maya. Textures created in Photoshop and BodyPaint3D. Music is from "Pioneer" by Mars Lasar. Quicktime 6.5 MPEG 4 format - 5.7MB. |
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Personal Work |
Character Stills | ||||||
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Jack Sparrow Spring 2005 This is a work in progress of a model of Captain Jack Sparrow from Pirates of the Carribean. Modeled in modo. So far, approx. 4500 subdivision surfaces. |
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The Golden Arm January 2003 The Golden Arm is an animated short I've been working on, off and on for a couple years. These are the two characters (well one of them after she's died and come back as a ghost) of the story. Modeled in Lightwave, textured in Photoshop. Hair by Sasquatch. |
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Penny Arcade:3D cel-shaded October 2002 A friend and I were going to make a simple cel-shaded fighting game featuring the two stars, Tycho and Gabe, from Penny Arcade. These are some shots of the characters in one and two tone flat/cel-shaded renders. 24K each. |
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| Meathead April 2001 A character with a big mean head. This was a character I modeled in a LW modeling workshop back in August 2000, and then did the textures for him in April. Source character sketches were provided by instructor, and originally came from James W. Brown: www.jameswbrown.com. 20k |
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| Woman's face March 2001 Female head modeled and surfaced in Lightwave. Image maps created in Photoshop. Hair courtesy of Sasquatch. 30k |
Character Animations | ||||||
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Penny Arcade:3D cel-shaded October 2002 A friend and I were going to make a simple cel-shaded fighting game featuring the two stars, Tycho and Gabe, from Penny Arcade. These are animations of Tycho and Gabe doing a front kick (the picture of Stonehenge was just a placeholder) - they're the same animation for each character. QT, MPEG4. 2MB each. |
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| Meathead lip sync November 2001 A lip sync animation using the Meathead character on my demo reel. Animation and voices by yours truly. This is the same animation that is on the reel at the top of the page. For a PC (Cinepak avi) version, download this one. Quicktime version requires QT5 and is 770KB. Avi is 3MB. |
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| Female expressions May 2001 A facial expressions animation with the female character on my demo reel. This is the same animation that is on the reel at the top of the page. For a PC (Cinepak avi) version, download this one. Quicktime version requires QT5 and is 490KB. Avi is 2MB and is 720x486 in size. |
Landscape Stills | ||||||
| Saturated Sunset December 2004 Played with more saturated colors. Created in Terragen. 32K |
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| River March 18, 2003 My first endeavor into Terragen, a very nice 3D terrain rendering program. 44K |
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| Meadow and Lake August 5, 1999 The same lake as below, but from a different view and with a meadow in the foreground . Created in World Construction Set. 44K |
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| Lake July 30, 1999 Created in World Construction Set, a professional photorealistic terrain visualization, rendering, and animation software package. Just a beautiful image of a lake. 40K |
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| Timber wolf March 13, 1998 Done in Bryce 3D (one of the buggiest programs in the world). The wolf is a 2D pict object that I scanned and cut out in Photoshop. 43K |
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Client Work |
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Time Traveler Summer 2003 Time Traveler is a game demo produced in conjunction with El Camino Studios, another small studio like my own. They developed the code for the game, and we created all the concepts, artwork, and music (thanks to Smartsound Quicktracks). The demo was created as part of a Maya for Games training program at ITU. Characters were modeled in Lightwave (UVs done in both Lightwave and maya), textured in Photoshop, and rigged and animated in Maya. A copy of the demo (as yet unfinished) for PC is available on CD. If you would like a copy, email me. |
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![]() Still image Walk animation: 500K 1084 sub-patches |
Xorcery Productions August 2002 This is a test character and animation done for a Gameboy Advanced game Xorcery was producing. Modeled and animated in Lightwave, textured in Photoshop with one 512x512 map. Animation is Quicktime6 MPEG 4 file. |
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![]() Still image 2024 triangles |
GameTutorials.com July 2002 GameTutorials.com is a web site dedicated to providing tutorials to programmers for developing games. The authors asked me to create a medium-count poly "avatar" for them. Modeled in Lightwave (then exported as OBJ), textured in Photoshop with one 1024x1024 map. |
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Praetorian Online Fall 2001 Praetorian is a film that was being produced (current status is unknown) by Worldtek Productions using Lightwave and 3D artists from around the world. I was one of the modelers for the film. The soldier was the test model required to be allowed to work on the team. The soldier's gun and the control stations were my assignments. Textures were to be completed by the texturing team. |
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Jubal Online 1997 - 2002 Jubal is an online gaming company, and using mostly Bryce I've created more than 200 images for their strategy rollplaying games. To see some of the work I've done for Jubal, go to the Dardalani screenshots page - all the shots are mine except the two city gates shots and the image with the blue sky. Here are some screenshots of the game itself (my images are in the upper left corner of each shot, obviously): Streets of Dardalani, Sanctum Library, The Great Hall of the Innocents, The Hall of the Moons. |
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Traditional 3D artwork | Digital 2D artwork | Traditional 2D artwork Older work |
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