Nebula Class Transport

Starship CG work done in Autodesk 3D Studio Max, textures, bump mapping, and specular / reflective mapping done in Photoshop CS2. This is basically a short range spacecraft / shuttle of my own design, in a 'Space is dirty' kinda future. Forget all the nice sleek technology seen in things like Star Trek, this is a heavy, dirty and industrial future. At the rear end you'll see a long antenna protruding from the tail. Doesn't show too well in the picture, but the idea was that it is long enough so it's tip enters the stream of plasma coming from the engine in order to use it as an 'aerial extension' / signal booster.
This picture was taken before I fixed the cockpit window reflections.
Entropia Universe Video

A single frame render of the pre-VU10 Port Atlantis ship landing, bringing in yet another load of colonists. It is animated landing, complete with landing gear deploying for a total of 150 frames of animation. It's pretty close to the game, the sky was difficult to do and was created from scratch using atmospheric and fog effects, trees all done from scratch and in total this was over 100K polygons. Done in Autodesk 3D Studio Max and the textures, bump mapping, and specular / reflective mapping done in Photoshop CS2. Did cheat a bit on the space ship rear texture - it's just a generic starship hull texture I had kicking around.

A single frame render of the 'Dancing Second Entities'. Was very difficult to do this, since animating a biped with MindArks design of robot to dance properly was kinda difficult. This totalled about 500 frames of animation, and I used a lot of curves in order to repeat movements/actions. SEGs look almost identical to the game, however I didn't do much on textures this time as most of them are shrouded in darkness. In the background you can see Planet Calypso through the window, which was hard to do. Had to map the continents on a sphere, add bump/height maps, masked reflectivity, masked specular and on top of that, two more spheres to create the clouds and atmosphere. Like above, all done in 3DS Max 2009 and textures made in Photoshop.
Soviet Hoverjet - WIP



Currently working on this in my spare time - a sort of personal project. It's going to be my... how can I put it... flagship portfolio piece. It's going to have a fully detailed cockpit (with pilots!), detailed landing gear and weapons. As you can see, it's in the process of being skinned and I'm currently working on the hull texture (hence it looks a very flat grey/red). It's not noticeable in the test render, but the cockpit glass isn't black - it has proper reflection/refraction. Since there's nothing around it to reflect or anything in the background, it simply looks black. Hopefully you can also see the detailing underneath - that landing gear and minigun took a long time!
Half Life 2 Expansion Level

Single player expansion level for Half Life 2, done as a team project. A fairly short mission that requires activation of a generator, a warehouse combat scene that includes a shipping container smashing though the skylight, an fight though a booby trapped apartment... and overall enough destructable objects and physics props to put Crysis to shame. The Source engine barely handles this level without crashing. Click the picture to the left in order to see four screenshots of the level.
Unreal 2004 Levels

A detailed level for use in a scripted matinee sequence, indended to be an underground abandoned industrial complex. Its not a complete level, but rather several completely separate rooms that when viewed as a cinematic give the impression the whole level is 'as one'. Click the picture above in order to see four screenshots.

The early stages of a military base after an attack is the setting for this level. There is an outside section comprising of two rocky/sandy courtyards littered with battle remains. Destroyed vehicles. Burning barrels. Collapsed structures. More notably there are two huge intake fans on the base roof that shred any player who falls (or gets pushed!) into them, causing blood to rain down on people in the base below. The interior of the base is a maze of corridors, missile tubes, store rooms and hangar bays. Deathmatch map intended for 12 people. Click picture to the left to see further screenshots.







