Thursday, 6 October 2011
Monday, 3 October 2011
Thursday, 4 August 2011
Tuesday, 2 August 2011
Ive been determined to get back into zbrush for a while, so I decided to grab a mirror and do a self portrait. Been a bit difficult because i'm not bald, but I think it came out pretty decent. I did a VERY quick paintover in photoshop to satisfy my urgency to make it look like me, nothing major, just hair and eyes.
Then I caught the z-bug and found an awesome looking picture of a guy [no homo] on dat instanet, so I made him too. Also on my to-do list was texture painting from a photo, so here it is... Saturday, 4 June 2011
So, we had the glammies yesterday [an end of year showy thing], got to meet a couple guys from industry, which was cool, and also I won the category of "Best Cg Artist", apparently it was pretty close, but in the end won it for - in the words of the dude from Blitz Games - my "mundaine" assets XD
Liam Grice - 2010/11 Showreel from Liam Grice on Vimeo.
2011 Showreel, produced in the 3rd year of university.
Liam Grice
Now begging for work
email : liamgrice@gmail.com
blog : liamgrice.blogspot.com
website : liamgrice.webs.com
Liam Grice - 2010/11 Showreel from Liam Grice on Vimeo.
2011 Showreel, produced in the 3rd year of university.
Liam Grice
Now begging for work
email : liamgrice@gmail.com
blog : liamgrice.blogspot.com
website : liamgrice.webs.com
Friday, 27 May 2011
Thursday, 19 May 2011
Thursday, 28 April 2011
As well as the character, vehicle and asset/level bits, i'm responsible for the games frontend stuffs - the HUD, menu, labels, icons etc etc, to basically give it a higher level of professionalism, and make it feel like "our" game.
I had a play about with scaleform, built 3 menu systems that didnt work [they just didnt want to communicate with the udk at all] but in the end, found out how they transfer data between each other, thus these ^.
99% of the code work, however, goes to Dann, for making blank buttons actually do things [i managed to get it to load up our level when you hit start, but im completely out of my depth with anything else. Learned a hell of a lot from watching him sort it out though] In the video hes linked the character/vehicle selection buttons to actually select them and save them, so when you choose start, the game loads with whichever character/vehicle you have selected, neat.
The bottom lil bit is what ive been doing this morning, I can't even begin to think when the last time I vectored something was, good fun anyway. Its a basic template for the manual, in-game display of controls, and a lil poster we'll print for the end of year show.
It's nice to see everything coming together, never thought i'd be as chilled out as I am now, still a fair bit to do, but we nailed a lot very early on, so now its just a case of polishing everything. Cant wait for the exhibition.
Wednesday, 27 April 2011
For our business module, we are required to build a website, here is mine
Tried making it fancy, covered from top to tip in grunge, then decided against it. This showcases my work, and nothing else. I don't think potential employers really care what font my name is in, or if a dancing brick introduces my work, so I went for a simple, clean, "here is my work, look at it" approach.
Its not fully functional, but I'm working on a photoshop work flow to format my work automatically and upload it in a blink, it should be easy enough, however, I'll worry about that when my work is "good" enough to display, it would be a completely pointless exercise spending hours rendering/formatting/coding stuff that is not going to be used. Measure twice, cut once etc
anyway here's the earl:
www.liamgrice.webs.com
I also doubt ill be purchasing a host name any time soon, ".webs" is hardly an annoyance to type up/add to contact information etc, so I'm relatively satisfied as of this moment.
Cheers
Tuesday, 19 April 2011
Thursday, 7 April 2011
Spent yesterday vomiting assets, here are the results. Made a flag, with dynamic cloth, a Vegas style arrow sign, the bulbs turn on and off intermittently, and a banner, the texture page holds five different banners, so all that is needed for a different one is to move the uv's down [as demonstrated at the bottom]
I think from now on I'll try to post everything I can in the game engine viewer, seems nicer that way, much better representation of what it's to look like.
I think from now on I'll try to post everything I can in the game engine viewer, seems nicer that way, much better representation of what it's to look like.
Tuesday, 5 April 2011
Long time no blog blah blah, been too busy to even think about showing things to the internet.
Current stage, Vehicle and Character roughly 80/90% done, can have a chill and just polish now
Ill break down the progress of each:
Character, roughly 90% done, needs some nice spec/gloss/emissive maps on there, got hold of a good sss shader for the udk but it crashed, will sort it out later, and just general polishing of the diffuse, I need to try to get rid of the mirroring [where obvious]
Its all skinned [to a decent enough level] so its going to be easy enough to port over into the game, again, a little touch up of polish here and there.
EDIT: Credit for the bulk of the tats goes to Francois http://inkedspilled.wordpress.com/
Vehicle, roughly 85%ish done, sorted diffuse, for the most part. Its all "skinned", meaning the suspension etc reacts correctly in game. Same applies for this with a good polish and some decent spec maps. Got emissive working for headlights/brakes.
Sweet
Will upload in game Vids soon, screengrabs really arent doing it justice.
Cheers
Current stage, Vehicle and Character roughly 80/90% done, can have a chill and just polish now
Ill break down the progress of each:
Character, roughly 90% done, needs some nice spec/gloss/emissive maps on there, got hold of a good sss shader for the udk but it crashed, will sort it out later, and just general polishing of the diffuse, I need to try to get rid of the mirroring [where obvious]
Its all skinned [to a decent enough level] so its going to be easy enough to port over into the game, again, a little touch up of polish here and there.
EDIT: Credit for the bulk of the tats goes to Francois http://inkedspilled.wordpress.com/
Vehicle, roughly 85%ish done, sorted diffuse, for the most part. Its all "skinned", meaning the suspension etc reacts correctly in game. Same applies for this with a good polish and some decent spec maps. Got emissive working for headlights/brakes.
Sweet
Will upload in game Vids soon, screengrabs really arent doing it justice.
Cheers
Wednesday, 2 March 2011
Thursday, 24 February 2011
Decided to re-do the head, I felt he was straying too far away from the concept, so I sorted that. hopefully when the eyes get in there, and the face paint etc, it should be spot on, the concept still doesnt work 100% in 3d, but this is about as close as it will get, regarding proportions etc.
Ive been working on his armour and accessories that i'd been ignoring the arms, so these guys got a makeover, sculpted, then re-topologized. Think it came out great, re-topologizing is a nice "art" tool, you think more about the flow of the model without having the reposition every vert.
So heres the sculpt, with the new wire underneath, cant wait to see what the normal looks like on it, but I need to add some more details, big steroid-y veins etc XD...
Ive been working on his armour and accessories that i'd been ignoring the arms, so these guys got a makeover, sculpted, then re-topologized. Think it came out great, re-topologizing is a nice "art" tool, you think more about the flow of the model without having the reposition every vert.
So heres the sculpt, with the new wire underneath, cant wait to see what the normal looks like on it, but I need to add some more details, big steroid-y veins etc XD...
Thursday, 20 January 2011
Tuesday, 18 January 2011
ohhhhhh
Punk Racer Character - ZbrushWIP from Liam Grice on Vimeo.
Character for a racing game project. Havent used zbrush in a while, nice to get back into it.
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