Thursday, 6 October 2011

Made a phone, for the desk..ya know...;)

Monday, 3 October 2011

Jus' a lil lamp :D

Monday, 26 September 2011

dont mind me, jus' making chewed pencils....

ah productivity XD

Thursday, 4 August 2011

Another head study in zbrush.

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 :
blog :
website :

Friday, 27 May 2011

 Free time = ^
Got nominated for the glammies, epic, one for best cg artist, and our game was nominated for best 3rd year project, double epic. Hope it goes well, if not, a rats arse may not even be given, as long as people get to see my stuff, im impartial to the outcome :D

Thursday, 19 May 2011

Proof of concept Trailer for DFK Racing, the game weve been working on for the past few months. Cool's's

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

Set up a shiny render of Christ, [is sick everywhere] rendering an unfinished lowpoly characters in "HD" resolution just doesnt seem logical. Give me a month and i'd make a high poly scuplt, then render that.
^ This is non-sensical, ah well, has to be done apparently.

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:

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.

Tuesday, 19 April 2011

Some character progress, nothing exciting.... *is excited*

Thursday, 7 April 2011

I found some free mo-caps, some were just bizzarre...^^
 from now on, these are my deformation tests, so full of win
Still a tiny issue here and there with the skinning, quite suprised it came out like it did to be honest o_o


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.

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

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.

Will upload in game Vids soon, screengrabs really arent doing it justice.

Wednesday, 2 March 2011

I've been playing around with the DirectX shaders in max, found some realllyy really nice things to faff around with. Anyway, here are some viewport captures

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...

Thursday, 27 January 2011

too much time on warcraft, some time drawing..not a heck of a lot of time on actual work..

Thursday, 20 January 2011

Moar images from my zbrushing's, man I love zbrush, cannot express it with not that much, but its pretty kick-ass. Recent discovery is the UV PAINT to make uv's, PAINT.. it took me literally 10-15 seconds to map the head, nothing comes close.
nom nom nom

Tuesday, 18 January 2011


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.