Hi guys! Today at 10am EST, my first Kickstarter ever launched!
I am hoping to make my Demonoid character available as a resin bust/kit.
The bust will be taken into production by Ownage and will be a whopping 8" tall! That's a lot of resin :) Ownage are the best distributors of 3D printed content, so you can rest assured that this print will be of the finest quality. No finishing work (but some slight assembly) required!
The print/bust will be taken into production in April (provided the project gets funded) and will ship in May. Kits/busts will ship in a brown box with custom foam padding to make sure the item delivers in the best shape imaginable.
The price for one bust is $120 + $20 for shipping (that's world wide).
I need 30 backers to make this happen! Help me make my dream come true! I would love to offer a series of my originally created creature designs as kits for you guys!
I am excited to finally be able to share some professional work!
Petersen Games has launched its Kickstarter campaign for their newest board game "Planet Apocalypse." I had the pleasure of creating two of their board pieces (Jabootu and Stheno) based off of character concepts created by the very talented Keith Thompson :)
Check out their campaign here!
Formlabs were kind enough to print the 3D Minotaur model I made on one of their Form 2's! :) The quality is astounding! Especially when keeping in mind that it wasn't even printed at their highest detail level.
Sorry for the jittery video quality :) It was part excitement of finally being able to hold something I made in 3D and part excessive coffee drinking :)
I had the pleasure and honor of being part of the "Get Schooled" panel at PAX East 2016.
The panelists include:
The panel discussed the big question: How can I make games for a living?
Countless programs are popping up, promising the perfect training needed to create games. It’s as simple as attend class, receive diploma, get job, right? Not exactly. Come to our panel and learn what it really takes to become a game developer. Our panel of experts will give you the insight you need if you want to pursue that dream. Whether you are in middle school, high school, or even job hunting, we have you covered.
Started working on one of my favorite all-time designs, Hoggle from the film Labyrinth. This is possibly one Jim Henson's most expressive puppets, and I absolutely adore his design... In light of Bowie's passing, and me having watched Labyrinth not that long ago, I decided to sculpt this little guy. Here are some WIP images! :)
Started blocking out the Creature's walk cycle this morning (approx. 1 hour into it as of right now). My intentions are to have a really nice render of him wading through a corridor filled with water (in essentially an abandoned research facility). Lots of atmospheric lighting, water effects, caustics...you get the idea.
Lots of things to address still in terms of the motion/animation itself (timing needs work, popping needs fixing, the loop's not lining up 100%, refining the arcs & follow-through, adding more weight, etc.) but I just wanted to share my first pass since it's been a while since I've posted anything in regards to this little guy.
I was definitely set back with the progress, since 3ds MAX decided to eat the save in which his envelopes/skinning were finalized...bleh.
I am making some pretty good progress in terms of rigging the Creature. There are still quite a few things to do, but I find it helpful to make sure the mesh deforms correctly before finishing off the sculpt.
As of right now things are looking pretty good (but still basic). It was a pain to make sure that the Creature deformed nicely in both his land (walking) and water (swimming) postures. But the rig and mesh are very capable of doing both. So yay! :)
Stay tuned for more.
I started compiling a basic SSS shader in 3ds MAX for my Creature model (which was inspired by the shark-man from the "Creature" Peter Benchley TV film). I am using Mental Ray and some basic (animated) photometric lighting.
So far the SSS material only consists of 3 really basic skin layer maps: subdermal (muscular tissue, veining, tendons and bones), epidermal (fatty tissue, fascia, more veining) and a very basic flesh tone diffuse map for the top layer of skin). The final maps will have more veining and subsurface detail, the top skin layer is all flesh-colored right now but will have far more variation. The top layer will be a cool combination of shiny and sand-papery shark skin mixed with humanoid (oily), light skin.
The middle render shows off really nicely how the light gets trapped in the middle layer of skin, almost making it turn darker before lightening up when the lights hit full strength.
Regardless, the material is responding really nicely to the light. This should look very cool when applied to the whole mesh :) Stay tuned for more!