Saturday, December 19, 2009


Done. Well not really, I want to redo the texture map on the base, its way to small for the overall scene. Seeing as it's the largest item in the scene, yet has a texture the same size as the head - not to mention it's only for display - there's no reason for it to not be bigger.

Tuesday, December 15, 2009


This was for the Nightshade scene, definitely going to tweak this one some more in the near future.

Environment Final

As per anything ... "art is never finished only abandoned". So much that could use more love, but time is up. (No real lighting on this for example - required to leave that off - for now).

Saturday, December 12, 2009

Opium Den Final Render

Lights added and did a final texture pass. All models done in 3DS Max (except room, which was done in Maya). All materials and lighting done in Maya.

Lamp concept is originally from a Woodcut by Eliphas Levi (1810-1875). Which was also featured as an Icon on The Secret World forums.

Wednesday, December 9, 2009

And one more...

Been a busy week. Again, not quite done yet. One more week to polish it up, but definitely close.

Burtonesque Pharmacy

Almost done, only a skylight atm. Need some cleanup on the textures too. (And the wagon isn't done yet... What wagon? Exactly).

Monday, December 7, 2009

zbrush - The Hunter

Not quite done yet, but getting close... Hunter model I was given, did all detailing/sculpting. Gun is my own model. Base is a mixture but mainly my own. Did all the pixel paiting.

Thursday, November 5, 2009

Material and Lighting

I need to hit this with some better lighting... Lamp is still giving me issues (but it's properly unwrapped now, so I can tweak it as needed - and will).

Sunday, October 4, 2009

Fallout 3: Custom Projectile Test

This is a custom Projectile I made for Fallout 3. There's very little to the actual model of it, but a lot of NifScope. The primary challenge here was 1 to get the Alpha Map to work (easy) and 2 to figure out how to make it "Billboard" (ie face the player at all times). I've also re-textured my original Blunderbuss so that it fits the Fallout world a bit better (completely re did the UVW's and textures, as well as the build method to get it in game).

Wednesday, September 23, 2009

Dark Tower

For Background Design....

Thursday, September 17, 2009

Fallout 3 meets SW:The Old Republic

Imported the ole Smuggler Blaster into Fallout 3 for general destruction and mayhem.

Friday, August 28, 2009

Smuggler Blaster Wallpaperified

Made it into wallpaper for the SW:TOR crowd.

Thursday, August 27, 2009

Smuggler Blaster Turnaround

Did another pass on the textures. I'll probably drop this into Fallout 3 so I can actually see it in use (unless Bioware wants to give me access to the Hero engine!). Otherwise, I'm calling it "done for now"...

NOTE: Only the Concept Art was used as REFERENCE. The concept art was not used in any other way (ie. it was not used for any textures).

Here's a few stills too...

Sunday, August 23, 2009

Smuggler Blaster Model

Based on Concept Art from the new upcoming SW: The Old Republic MMO.

I need to do another pass on the Textures still...

Monday, August 10, 2009

TBM Avenger

Work in progress.

Basic shape only so far. Made in Maya.

Wednesday, July 22, 2009

Dolly Generator

Newest Creation. This one's ready to go. I did all the modeling and painted the texture in Photoshop.

Thursday, July 16, 2009

Misty Mountain

Speed Painting (for me anyway), about an hour.

Wednesday, June 17, 2009

Abandoned Tunnel

Rendering sure does take forever. Only 2 diffuse maps used in this, entire scene is under 2000 polys. Good times.

Friday, May 22, 2009

Steam Powered Bluderbuss - Fallout 3 Mod

Finallllllly got it, turns out Fallout 3 has a bug in relation to textures. The fix is easy enough to do, though not easily found how to do.

The problem is 2 fold...

1. DO NOT install Fallout 3 to the Program Files if using Vista.
2. DO install and run ArchiveInvalidation Invalidated! application.

From there, so long as you're looking good in GECK, you'll be looking good in game.

Here's the screenshot:

Thursday, May 21, 2009

From Max to Fallout 3

Hah! Got it into Fallout 3.

The textures are being stupid (they look perfect in GECK, just not in game), but the gun works great, the animation is even pretty close.

Saturday, May 16, 2009

Steampunk Blunderbuss

Still needs some texture mapping, but the model is fairly well worked out

Based on reference from

Friday, May 15, 2009

Dual Blade II

Reworked the model a bit, and the texturing, and normals... pretty much everything.

Created off of Concept Art by Targete

Thursday, May 14, 2009

Dual Blade

Something I put together off some Concept Art from

Friday, May 8, 2009

Levi's Lamp

Just a little something I wanted to see if I could work out. Needs some love from Z-Brush, so done for now.

Thursday, April 30, 2009

Gas Pump Revised

Better... still not there yet, but better.

Wednesday, April 29, 2009

Gas Tank - In Progress

In the works...

Wednesday, April 22, 2009

Alchemist's Flasks

Ok, this was just for fun, but I'm pretty happy with how it worked out. I just started with the single flask (the smooth one here). From there I did a Normal Map study for fun. In this image there are 4 different Models:

1. Low Poly ~400 Count
2. High Poly ~5k Count
3. Super High Poly ~10k Count
4. Low Poly w/Normal Map ~600 Count

Can you guess which is which?

Thursday, March 12, 2009

And Done.

Well, never will be really, but one must move on. I think the modeling is finished at least, texture next, maybe...

Tuesday, March 3, 2009

Added some details...

Friday, February 20, 2009

Getting there...

more 3dsmax.

Sunday, February 8, 2009

Executioners Sword

Work in Progress (3ds max)...

Tuesday, January 13, 2009

Newest creation.

3DS Max...

Friday, January 2, 2009

December 2008

A sampling...