Archive for the ‘Art’ Category

Low Poly Food

Wednesday, July 14th, 2010

Delicious iPhone/DS resolution food. All these items use a single 32×32 diffuse texture and have handheld poly counts.

Pixel Avatar

Thursday, June 3rd, 2010

I’ve been getting back into pixel art lately after a break of about six years (!) Here’s progress on an head avatar, currently 9 colours.

Later: Here’s an update – with a few tweaks.

Even later: I think this will be the final.

Wraith update

Sunday, February 14th, 2010

I’ve reworked some parts of Wraith, particularly the arms, the sleeve and the face. There’s a bit of a base colour coat for the skin as well as the leather trousers.

Wraith Highpoly Gun

Wednesday, February 3rd, 2010

Ghost Hunting Torch

Tuesday, January 26th, 2010

Here’s a torch that’s in progress. I’ve been wanting time to work on my texturing skills; I’m slowly working my way up to weapons.

Spoolite flashlight

New ghost busting torch from the manufacturers of Maglite. Rendered in Max using a modified version of Xoliul's Max viewport shader.

Spooklite, Marmoset edition

The same mesh, rendered in marmoset. I love how this engine brings out all sorts of little details from your normal and specular maps.


Wednesday, January 6th, 2010

More progress on Wraith:

Wraith direction

Wraith direction

Current progress

Current progress

Skin Shader

Thursday, November 5th, 2009

After a long time away from it I took the time to polish the texture and shader of this character, made for a client a while back. I’m satisfied with the finish and I think the small tweaks have made a massive improvement. It includes proper anisotropic hair (significantly better in the newer versions of Unreal) and more stylised, fleshier skin.

Here’s the updated version, followed by the oldest attempts at a skin shader, which used a combination of fake subsurface scattering and Matcap-like fake BDRF.

Final Seven skin texture and shader

Skin Before / After

Skin Before / After


Wednesday, September 30th, 2009

Here’s the final (well, actually the second final :p) for the 3D▲-TRANSFORMATIONS GameArtisans mini comp.

Edit: I modified the shader and corrected a lot of small problems with the baked highlights (which were overblown at a spec-level) in the diffuse map.  The shader’s got ambient light now and it has a lot more of a TF2-style half lambert look.

Final entry of Wonder Boy

Works in Progress

Wednesday, September 23rd, 2009

Here are two models I’m working on now.  The first is an entry for the ’09 Game Artisans Comicon I had to drop.  The second is where I’m at on the Artisans 3dUp sprite-to-model comp.

Comicon 09 WIP

Wonder Boy for Game Artisans 3dUp Mini Comp