Sunday, 4 December 2011


Here is the concept and base mesh for the polycount mutant comp i have entered.

Saturday, 22 October 2011

New Base mesh

Error Report

Ok its bin a while, I've bin struggling with high poly modelling for organic figures, mainly armor. Coming up with a design that works and looks good is hard to create. Here's what i got so far.

Saturday, 3 September 2011

CAP Concepts

Right, the concepting stage is finally complete. May have to do something for the lower half and sheild of his. Figured I better concentrate on the modelling and not fuss about concepting.

Friday, 2 September 2011


Bout time i actually started one of these. I know its a little late to join giving myself a month to completion but i have faith that i can get it all done. I was struggling for a few days coming up with an original idea for an iconic figure and finally came to captain america. I have been a fan of captain america for a while but never really enjoyed some of the comics. I always had an issue with his weapons, that being a sheild. To me captain america doesn't work in modern day warfare, a huge man running around with a sheild using it as a frisbee doesn't seem powerfull. Sure its an indestructable sheild and it does do some damage once thrown but when it comes to the flow of battle, i dont think anyone wants to play go fetch with it. It would make more sense on a character like magneto, one that controls metal. Just picture magneto floating on a shield like the chief in astrix and obelix.

Anyways, digressing a bit...I figured i would like to see a version of america using a different sort of weapon. i stumbled across the idea of having a force field/ plasma shield in one hand. Similar to the bio tool in mass effect. He could still retain the sheild, but also use plasma energy as a primary weapon. Using the sheild he could fire disks of plasma at his enemies thus removing the go fetch senario.
With this in mind, i have started concepting ideas for suits and sheilds so keep an eye out for them.

This is the reference sheet i am using for the concept process along with a sculpt i have done to get into the swing of things.

Tuesday, 26 July 2011


Hey Jude Update

After some tweeking here are more shots

Monday, 25 July 2011


Bin working on this for a few days. just a play around to get to grips with sculpting characters

Here's what i have so far

Monday, 7 March 2011

Sunday, 16 January 2011

Final Shelby

Finally completed, sorted out some of the issues regarding the last post. I felt that the car looked a little too dirty in certain areas and the specular wasn't even all round like it should be. Also the destroyed version of the vehicle is fully textured.

Damaged Version

Tuesday, 11 January 2011

Vehicle Project

As part of the second project for last term, i decided to create the Shelby 1967 gt500 aka. "Eleanor". The brief was to create a 9000 tri vehicle in both damaged and normal state. Here's a quick render of the normal version of the vehicle.

Rooftop Assets 2

Here are the next set of assets for the level;

Rooftop Assets

Last term i had a project to make a rooftop level within UDK engine, the level is complete except for the final touches. I can safely say that for the time being i have had enough of looking at air conditioning units and trying to find which ones look more interesting (even if that is possible). Here are the first set of assets;