Archives
Enterprise Bridge
UDK environment based on the bridge of the original series of Star Trek. Animated and accurate down to the console layout.
Camulus
The result of my first attempts at sculpting in Mudbox. As a Maya user I found it very intuitive, the controls are practically identical. Similarly, the hair was done with Joe Alter‘s “Shave & Haircut” as a play around. Certainly far better than any of Alias’s own hair/fur solutions. Quite easy to get to grips with and a fairly good system for controlling the hair follicles, if still a bit unwieldy at times.
Residential Appartments
Outline
This was a project for SE Controls, a specialist provider of smoke and natural ventilation solutions.
The brief was to produce a virtual residential block to serve as an example of how the company would approach fitting out a building with their products. Additionally their product range was rendered for a consistent aesthetic.
This imagery was used throughout the companies new promotional material, including catalogue, video and website.
Falx VTOL Aircraft
A few years ago I worked with Falx Air, an aviation company based in Staffordshire, in the creation of presentation material for a pitch to investors.
We took rough designs for their array of hybrid-electric VTOL aircraft concepts such as medevacs, police, military and personal air transportation. My mental ray skills having improved since then, I decided to re-render some stuff.
Cylons
Outline
The CGI in the new series of Battlestar Galactica is absolutely stunning… except for the Cylons! The new Cylons are extremely bland and completely lack what made the originals so awesome. Naturally I had to have a go myself
Challenge
One unique element to this piece was working out a way of rendering the bright lens flares glimmering off their chrome armor. I needed a solution other than Photoshop fakery as this was originally an animated sequence and therefore would require a more procedural solution. I achieved the effect not through the native Maya solution of camera lens’ but through a modified specular render pass.







































