Tuesday 14 December 2010

Mudbox project, view the top one in HD for nicer nice-ness :D

Mudbox Project from Liam Grice on Vimeo.

Mudbox and 3dsmax in 3 weeks = this.



Mudbox Project - Posed from Liam Grice on Vimeo.

Monday 13 December 2010



Friday 26 November 2010

Haven't blogged in a while, I think it's down to when I do 3D work, i'm a little fussy with what I post [mainly because its a lengthy progress of looking at something ugly and messy, before having something near finished and something that I'm relatively pleased with, to show] but anyway, here she is thus far. These are just viewport captures, I think if you can make it look good there, then it will look good in anything.





Monday 15 November 2010

Pre-Production is on pause for a cheeky 3 week mudbox/zbrush project.
The brief advises us to choose something simple and stylised, nothing real, and something that has already been designed. It also states that we should set aside the first day/evening to choose and research the chosen character....Well...I'd rather spend said time designing my own. So yeah..here she is, robot hand+feet super original chick, anyway, hopefully should be able to mix this up when I get to sculpting this, on to the turnarounds! :D


Saturday 13 November 2010

The final design of my Racer, decided to tone down his armour because it would be difficult for him to drive in. I wanted to include some tattoos aswell so this was a better way to show them off, gonna go ahead and cover his entire body in them.
Oh the bottom picture [clicky], its a progress gif from the body shape to the final image




Thursday 11 November 2010

Some of the throwaway stuff before I started designing my choice, these look more like punk characters than a racer/punk/future guy so none of these were used, useful exercise to get a feel for a character though.


Tuesday 9 November 2010

Some more development on...the..guy face man. Want to get an interesting silhouette on him so i drew...silhouettes of him. Also...since this silhouette idea seems to have caught the interest of a few people [not my idea anyway, thank conceptartists across the globe for that]
if you dont know what to do with them next...then here is a clue




Just reviewing the brief for this project, nothing too exciting. This is more of a quick reference for me to lookup, I spend more time on the internet than looking at the briefs.

"Your Production Folder should include:
  • Initial research
  • Design & Development:
  • Source material for textures, lighting, etc
  • Model Pack
  • Final Colour pre-viz Artwork/Macquettes
  • Production Tasks Breakdown, Technical Requirements, Schedule & Charts, Roles & Budgets
  • Production Values"

I have been doodling today so i'll get those up later.

Thus far, on a percentage level of completion of where I am [vehicle and character]
I am something along the lines of:

Character:
Research and Source Material Gathering: 40%
Concept and development: 60%
Model pack and Turnaround: 20%
Final Pre-vis: 0%

Vehicle:
Research and Source Material Gathering: 80%
Concept and development: 50%
Model pack and Turnaround: 10%
Final Pre-vis: 20%

Obviously I cant continue onto pre-vis before i've decided on the character/vehicle etc, but aside from that I'm just going to keep on chugging the work out.

Friday 5 November 2010

I'm currently helping develop a character for use in a future game called RUST, dont think im allowed to say anything for the minute, but yeah, heres some doodles













Tuesday 2 November 2010

Work in progress, massive canvas :D

Saturday 30 October 2010


okay so..heads....development schmevelopment..

Friday 29 October 2010


Messing around with this guy, hell knows whats happening with him... looks cool though? isnt that what counts? oh no wait...quantity! I forget! NEEDS MORE HAIRSTYLE VARIATIONS! COLOUR, SHAPE, PASTEURIZATION!
WURD

Thursday 28 October 2010

I'm going to bed, can't do anything moar right now,
here he is with an extremely useless spanner....doesnt he know he looks ridiculous?


Began character work...by began I mean I sat down and drew a guy, thus deciding he should be my character, I liked the design of him in any case [/continues on to draw him with a 1000 different hairstyles to satisfy the brief] kinda punky esque general badass on a vagina ache 24/7

Anddd beginning to finalize [whut?] my vehicle, just gotta look at weapons and accessories.. I think the turnarounds will come before the previs, just so I can get everything where it should be in a technical precise manner rather than winging it in photoshop.



A glance at my layout sheets aswell as some pre-production for the vehicle.
Please...feel free to peruse



Wednesday 20 October 2010



Started experimenting with silhouettes for the vehicles, most of them just playing around with the different vehicle classes we plan to have. I'm taking up the medium size class; jeeps, hummers, rally cars, general off roaders which is in the bottom image. Ren and I collaborated to create the hover type vehicles and the rest was just me.

Wednesday 6 October 2010

Thought I had better put the ignition key back into this blog, I've done a few bits over the summer that aren't really worth posting, more tests for myself to improve in different areas.

Anyway, my current project is to create an environment in Autodesk Maya, and here is what it look's like:



Particulary happy with the text, getting russian text into any 3d program was proving impossible so instead, each letter was lovingly handcrafted, there goes my life.
Nearly finished with the modelling, by the end of today would be epic, then off this whitebox stage and onto the pretty textured whitebox stage, I love concrete.

Tuesday 11 May 2010

The scene crashed just before a render, I loaded it back up and hit render again but forgot to add another light, scene came out a bit dim, but sod it, cool beans for a test.

Monday 10 May 2010

Getting very excited about finishing the animation now....EEE

Test Render from Liam Grice on Vimeo.

Just a lil test of what a render may clock out at etc. This took something like 15 minutes, no render farm, something like 60 frames. Anywho, I like.

Wednesday 21 April 2010

Oh snap, finally have a render worthy of showing or....sh-nowing...

"this time there's snow joke! I thought this one was very n-ice and gave me chills when I saw it." - Ren Manuel

Yeah a render....bam, full size for all the snowy goodness, gotta work on the skin, but this isnt too far off. All procedural, no mapping. Badabing



Better start doing this bloggermajig again. Uhm, basically finished the organisation of all the shots and layed them up in a sequence in premier, some have animation..and hopefully by end of the week/weekend, i should have them all done....eep...promises.

Anywho, heres the sequence [this is also for my animating team to pick shots from]


Short Film - V.2 Terrible pass x 2 from Liam Grice on Vimeo.

Updated version. No.2

Saturday 13 February 2010

Advance Tech weeks, blah blah
Make a character/something, texture it, rig it, pose it.






Monday 11 January 2010

Extremely rough animatic, it has plenty of issues with timing etc, but for a rough, it will do
Onto focusing on the Working storyboard..not looking forward to 96 images though...grr

Wednesday 6 January 2010


Anyone fancy making these into an animatic for me...yikes