Thursday, December 13, 2012

Mr Mini Wheat continues

A test from an animated dance sequence. I did all the modeling, surfacing, rigging, lighting/rendering, and compositing. Most of the animation was done by Jason wellings :-)

Monday, December 03, 2012


haven't updated in a while. Here is a wider shot of the city. Im still doing texture and materials. Im also designing new buildings to add more variation. Im also playing with atmospheric depth, volume light and glow to achieve the final look. There is still much detail to be added especially on the ground: street lights, vehicles etc...

Thursday, November 15, 2012

Rough size comparison test

A quick size comparison mockup with Mr MW and the actor to give to the camera crew. The final will be shot on a subway car.

Friday, November 09, 2012

Mr Mini Wheat rigging

Heres a snapshot of the rig so far. My goal is to make it flexible enough where the animator can push and pull the character in to what ever shape they desire keeping it consistent with the existing 2d animated version of Mr Mini Wheat. This will include body, mouth and eye reshaping controls. Ive also built controls for floating the mouth and eyes around the face.

Mr Mini Wheat

Im building Mr mini Wheat in 3d to see where we can take him design wise. Im still working on the cartoony rig. I'll have some rig tests up here soon as well as some break downs of my render passes and compositing

Monday, October 15, 2012

clip from a Rice Krispies commercial. I did all the modeling, surfacing, lighting/rendering and compositing. The character is traditional animation, composited into the environment. The bar has a sub surface scattering material and displacement map.

Saturday, October 13, 2012

cityscape (Work in progress)

still texturing the smaller buildings. Ive also started working with maya fluids building clouds and atmosphere...
started texturing the smaller buildings...
building up the front wall...
some more details...

added the base color texture to the roads and sidewalks. im also playing with the lighting as the scene progresses

modeled another super tower last night. should have a few more over the next few days, then uv and textures will begin

added a fee way in the back ground, and reservoir in the middle for a focal point
I modeled a new hero building for the foreground.

Friday, October 12, 2012


a sandwich container I modeled and rigged for a studio project. The sandwich compresses inside the container then pops out

Thursday, October 11, 2012


I just started this new cityscape design last night.. At the moment I'm building the layout using simple shapes to establish the basic forms. I'm also doing some research into what kind of buildings I'd like to see and for what resolution the models and textures need to be. This camera will be the approximate viewing distance for the final render.

I should have another render tomorrow with a more populated layout. cheers!

Wednesday, October 10, 2012

Wacky 57 Chevy I started a while back (work in Progress)

Here are some wireframe renders showing edge flow and surface blends

My 3d Showreel. (Click Here)

Some simple character models I'm working on at Chuck Gammage. I built up an eye rig for the green guy (top) to deform the eyes into different shapes. The eye balls and lids also squish into the body model using a sculpt deformer so they can be moved around the body keeping it chartoony.

(below) another little guy Im working on...

mech (work in progress)

I started building this mech to brush up on my modeling. My goal was to design a mech that could have existed in the steam era. I started by finding photo reference of steam engines and designed parts that could exist in the same world of technology.

Sunday, August 26, 2007

car concepts

Some conceptuals I did for my final film

Monday, June 11, 2007

my final film

this is the dvd cover for my final film

Wednesday, May 02, 2007


this is a projector that i modeled, textured and lit for the beginning of an older demo-reel

Thursday, November 02, 2006

the testing never ends!

Ok, so I've started using displacement maps with varying resolutions. The detailed modeling plus bump mapping just wasnt giving me the results I wanted. Displacing the actual geometry with maps seems to be the way to go in this situation when trying to compromise with rendertimes and acheive the detail that I want at the same time.

Thursday, February 23, 2006

more work done on the scene

Bricks are now all displacement mapped. (killer render times!) some depth of feild added in as well.