Friday, January 13, 2012


Here is the first of many more posts to come. This definitely took a lot longer than most of the art that I post to my blog, but I think it shows that I am trying something new. This was digitally painted in Photoshop. I don't believe that I have painted something photo-real here nor do I actually want to paint photo-real, but like I mentioned in a previous post, most of the art I do ends with flat fill colors in Flash, and I have since realized I can add a lot more quality by focusing on how light and materials actually react in the real world. Hope you like! Let me know what you think!


Thursday, August 18, 2011

New Website!

It has been quite a while since my last post so here is an update to what I have been up to. I have a new website!

Go check it out!

Thursday, May 19, 2011

ANT Landscape Generator in Blender 2.57

So I have been researching a lot of terrain generation methods lately...Vue, Terragen, DEM's brought into Maya and used as displacement maps on geometry. I had just started to follow Andrew Price from Blender Guru and noticed he's been doing some interesting terrain generation with a neat little plugin built into Blender 2.57 called ANT Landscape.

The above landscape was created with these settings:

The subdivisions set to 2048 was quite high for how far back the camera is set in this shot but when you push the camera closer to the landscape it stands up very well.

Friday, April 29, 2011

Blender Challenge (UPDATE)

UPDATE - I won the challenge! :D

Thank you to everyone who went to vote. I won a copy of Blender 2.5 Materials and Textures Cookbook, by Colin Litster

Check out the challenge results page here.

Okay this was a challenge I just did for Dark Scarab. Here is a list of the restrictions:

- Must use Blender
- Your entry must be a still image
- You may use a maximum of 500 faces

That last one was the tough one...I found it so unbelievably difficult to model anything under 500 faces. So here is my entry...a wooden toy car. Modelled and rendered completely in Blender. Scene total is 499...yikes that was close :P Anyway...enough nerd talk from me. Check out the website for other entries :)

Friday, April 01, 2011

Blue Final

Well, Blue is done. Not 100% happy with the end result, only because I could not connect any of the facial expression blend shapes to him without deformation problems. I believe the culprit is the input connections list and the order that things were arranged, but after hours of google searching and trying everything I could find, I just couldn't get the shapes to affect his head without the head wanting to go back to the origin. I don't think there are any character riggers following my blog, but if there are or you know how to fix what I am talking about, I would really like to hear from you. Comment! :)

Saturday, March 26, 2011

Blue Update

The body is rigged and bound to the mesh finally. Now I am moving on to the face. Not sure if I have mentioned this before but I am a complete noob to rigging and let me tell you it is no simple process. I take off my hat and raise a glass to all the riggers and character TD's out there. A terrible rig can kill any chance of great animation so I'm really hoping that this one is able to stand up and perform. I will post some more screenshots of the process up to this point. As per usual comments are always welcome.

Monday, March 21, 2011 with 100% more cape!

I gave him a cape....temporarily....why? Because it looks funny. That is to rigging.

Wednesday, March 16, 2011

Blender VFX Fluid Simulations

There is a lot of water VFX in the Wapos Bay movie and here are some of the tests I did with Blender to see what type of water we can get from this program. I'm quite impressed by its capabilities.

Sunday, March 13, 2011

Sneak Peek at “Guardians” Character Design

Here is a sneak peek at on of the "Guardians" designs I did for Wapos Bay Productions. To see more about this project and the studio visit the Wapos Bay website.

Tuesday, March 01, 2011


Adding water to a stop motion animated scene isn't the easiest effect to do and I hope to showcase some more cool stuff in the future about how I am achieving that effect. But until then if you want to see some behind the scenes stuff and more about the studio I work at, check out the Wapos Bay Website and the Wapos Bay Production Blog.

Sunday, February 20, 2011

Dancers of the Grass

This is an older project that I worked on for the NFB. It is a stop motion animation called Dancers of the Grass, and was produced at Wapos Bay Productions.

Friday, February 11, 2011

Random doodles

More random doodles.