Saturday, 16 June 2012

Fight Game Character - The Gent -

A character I've been working on in spare time [spare being the operative word, I've bagged a job 200 miles away, so I've been trying to arrange somewhere to live]
There are still a few things I need to work on: the diffuse and specular needs a quick tweak and there are a couple of areas the skin didn't take too well.

Here is the process from concept to it's current state.


Finalised Zbrush Sculpt

Low Poly: 3600 tri's
Rigged [Biped] Skinned [3ds Max Skin] and Posed - Ready for animation



Something to note: he's going be for an iOS game, but the only poly's on screen will be character, so a high poly count would be fine [something like 9k perhaps]. I managed to get it down to 3600 tri's and was satisfied with the silhouette and animat-ey topology. Watch this space for updates on "Fight Game" [name to be decided]


Thursday, 7 June 2012

Character Full Body Sculpt - The Gent

[please ignore lack of nipples thankyou]



Character Speed Sculpt Bust - Winston


Another speedsculpt

Wednesday, 6 June 2012

Tuesday, 5 June 2012

Sunday, 3 June 2012

Character Speed Sculpt Bust - Bolokov


Couple of hours in Zbrush

Character Speed Sculpt Bust - The Gent



Couple hours sculpt, zbrush.

Tuesday, 8 May 2012

-The Pagemaster: Horror-

So, here's what i've been working on today. In case you're unaware of who he is, he's "Horror" from a 90's Film/Cartoony thing "The Pagemaster."
I'm planning on doing the other two books after this guy is finished.
Still plenty to work on, but the idea is there.

Horror:
Pagemaster Horror Book Zbrush

Wednesday, 2 May 2012

-Captain Mal Reynolds' Pistol-

Yay...GUN
Spent most of the day on this.. O_O...
Fancied something a little more technical than organic sculpting
For something that is gonna be on screen at about an inch of the display...maybe I could have made it less detailed...ah well, now he has a shiny gun..

有光澤!

captain mal reynolds pistol zbrush

captain mal reynolds pistol zbrush

Tuesday, 1 May 2012

-Nathan Fillion update-

So i've been working on my Nathan Fillion sculpt, getting the clothing bases on there etc. The braces were...unpleasant to make, but I think that'll be the most technical part of him.
Anyway...hopefully i'll keep this up to date and a progression should start showing. Cheers

captain mal reynolds zbrush


TIME TO BLOG

Massive neglect to the blog as of late, so dumping some work. Ill put a bit of text explaining what and why they are here... boop!

[Slig] Decided to do a bit of fan art, so here's a Slig from the 90's game Abes Odyssey.
The organic bits were entirely zbrush, whereas the mechanical bits were 3DS MAX.
[Head 01] Testing out head sculpting abilities and realistic texture painting methods. Starting to understand it.
Everything in Zbrush
[Head 02] Same as Head 01, head sculpting abilities and realistic texture painting methods. 
Everything in Zbrush

[Arm] Arm anatomy practice. Spent a bit of time on detailing a hand as I usually skip over it. I gained a lot of valuable information from this - my drawing and sculpting has definitely improved as a result from studies. STUDY STUDY

[Demony] Speed sculpt, attempting a full body anatomy study..with a cool head.
Zbrush again
[Nathan Fillion] Sculpting realistic likeness to Nathan Fillion [of "Firefly" and more recently "Castle"] I'm going to keep
this one up and go ahead onto full body and model his clothes on his character "Captain Mal Reynolds" in "Firefly"
All Zbrush so far


THERE...I blogged, would have liked to have shown some pre-lim sketches of some stuff, but I should get on with things, maybe this will be for next time.
ANYWAY.. If anyone is reading this, can I have a job?


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 : liamgrice@gmail.com
blog : liamgrice.blogspot.com
website : liamgrice.webs.com

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:

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

 
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 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

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..