Reactor closeup

Tau Reactor

Over the past 40 years, I have been trying to find some sort of positive to being diabetic. Putting a positive spin on injecting yourself 4+ times a day and pricking your finger for blood to see if you need more injections can be hard to see the bright side. Until now that is….. Tau …

Tau mountain

Mountains

The hardest part of creating lifelike mountains is just starting.Seriously, grab some polystyrene, glue it in layers to desired height, then hack away with a hot wire cutter.Cast some rock outcroppings (woodland scenics) Next difficult part is making the plaster rocks fit. Easy – just snap pieces off with a set of pliers and carry …

Creature Updates

Major updates to this guy. I was having issues with the displacement around the eyes and the mouth. There were problem tiny polygons in these areas that were going crazy on certain morphs. The real problem was finding which morph caused them, as I have about 8 maps there that are animating ina and out …

Face Study in 3d

Old Project Reboot

So after looking over the work I did for the 2009 Don Quixote CGTALK myths and legends competition, I decided to update the zBrush sculpt for DonQ himself. I’d like to have time to be able to develop this further, The Steampunk penny farthing was a whole lot of fun to model, and is 80% …

Whispering Deff

What do you do when your 6 year old son decides he wants an “unholy offspring of lightning and death itself” birthday cake ? You say to yourself “bah! cooking! how hard can it be?” First off do a search on youTube for “modelling chocolate”. I had no idea modelling chocolate even existed. Michaels sells it. …

Old Work

Thought I would share a couple screenshots of old WIP projects I worked on. As you may have guessed its very much a Work in Progress. It all started out as a joint venture for a CGTALK competition that I worked for months on with a  guy that pleaded for weeks for me to help …

First post, first creature

Once I got over the initial learning curve, the idea of adding ‘traits’ to motion curves of morph maps seemed to sit well in my head, and after reading the docs Kinect SDK:-http://msdn.microsoft.com/en-us/library/jj130970.aspx (ESPECIALLY the explanation of the animation units AU at the bottom of the page) I realized that the Kinect capture part of Nevron is basically a wrapper around the common outputs of the Kinect SDK.