November 27th, 2007
Recently discovered a cool 3-4 year old game called “Nexus: The Jupiter incident”. It’s a Homeworld alike with the twist you control a small finite fleet of ships and manage the systems and crew rather than any actual resources or building. Between missions you get to outfit your fleet, manage the crew and so on. Pretty damn cool.
Being a huge Battlestar fan, I searched for (and found) a cool Battlestar mod for it, that had been abandoned. Upon realising Nexus used native Lightwave (.LWO) formats for it’s conversion tools, I decided to set about expanding the existing mod (a mod of a mod, if you will).
I’ve modelled a few ships so far. For an overview of my first attempts click here.
The latest ship I’m working on I’m putting a lot of effort into, for no reason other than boredom and the need to do something productive. The earlier ships were in effect just kit bashes of existing stuff that didn’t take much effort. This is entirely my own work, with a massive 2048×2048 texture map I’m slowly painting.

Update: Here’s another shot of the Valkyrie and one of another ship (of my own design) I’m working on.


That’s all folks!
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October 7th, 2007
Found an old sketch, couldn’t resist having a go at repainting it, ground up, properly. Shockingly I’ve never really played with painting from scratch before (favoring 3D instead). This will progress very slowly, think glacial (my arms are fucking killing me at the mo).

Thoughts, verdict, etc, are all appreciated. Final thing will be a lot more detailed, ofc.
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September 5th, 2007
Ok, so I got a new camera (Canon Powershot A570-IS). I may toy with some surreal photography for a change. Here’s one I made earlier! The skyline is all hand made, the only original photography elements are the buoy and the beach.

Not happy with the name, it was an afterthought as the image needed something at the top to liven it up
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July 28th, 2007
I was bored, thought I’d play around and make a concept-scene for the ‘Taos’ Transport (See the the ‘Taos’ section for details on the ship, and fluff on the world it is set in). The premise for this scene is that Earth has been over run by Aliens (yes, as in the film Aliens) and the military is evacuating, this is meant to be the last ship out from a remote and desolate outpost. Wasn’t sure on the the name for the piece, Exodus is overused, so I figured the sky looked stormy so storm would work, it has a double meaning with respect to approaching aliens as well (incase your stupid and didn’t catch it :P).
For a quick mock up, I’m quite happy with this and will probably develop it further, maybe have some more ruins in the background like skyscrapers, some abandoned vehicles etc. If i can find a model of an alien that’s pre rigged (can’t be arsed making one), I may try and create a swarm running at the ship… but that’s unlikely the way things are going
UPDATE:
Hmm… I must be bored, I’ve done some work!


Let me know which style you like best, I’m having fun playing around.
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July 28th, 2007
Well, been feeling ill so not done much of note. Finally seen a Neurologist, who has bounced me back to the ortho as he seemed to think the problem was more like Rheumatoid Arthritis than neurological (i’m convinced it’s bother to some extent). So the game of ping pong continues, I have been booked for an MRI of my head though - just in case it’s related to my intellect being too big for my head, or something. Other than that little or no news…
Done some minor changes to the TAOS class vessel I’m building, wasn’t happy with the midsection so removed a cargo pod and added a tunnel module. Still not happy, can see me reworking it when I feel up to it. Textures etc still are on the to do list.

Updated Taos Assault Transport
Someone could probably have done the R&D and built it for real in the time it’s taking me at the moment 
Posted in Uncategorized, Me, Health, 3D | No Comments »
June 6th, 2007
Another update on the TAOS Troopship, coming together now nicely - have added more detail to the arse end cargo pod as per advice from Adam. Have added an information page complete with fluff for the craft for those who are interested HERE.

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And some older 3D stuff re-rendered for Koen. The big ship was made in 2000 and is rubbish - horribly modelled/surfaced, Meh. Click pics for bigger renders.


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May 16th, 2007
Ugghh.. this server sucks. I’ve taken the gallery offline as it is stupidly slow loading. This shouldn’t be an issue for the few people that read this, as the content is available elsewhere (namely: Facebook, Bebo, and Picassaweb). Hopefully ‘Web3.0′ (whenever it happens) will have a common standard, so I don’t need to duplicate content when everyone uses different networking sites. Thank god no one is using myspace (shite) or are they? 
Posted in Me, Site, uni | No Comments »
May 6th, 2007
Here’s a link to a preliminary part of my final uni project. It’s a very basic concept demo for a hybrid FPS/3rd person multiplayer team based game ,in a post-apoc world setting. The goal was to fight over resources. Think CTF… but replace flag with barrels/crates full of resources and you have to do this within areas of intense radiation.
No engine was used, it was purely conceptua to back up the design documentation (and research) that formed my dissertation. The project was very rushed (and it shows), there’s a lot more I wanted to do.. and a fuck of a lot of tweaking (nothing has spec maps, or lightmaps - had to cut them to save time). Still, it got me a 2:1 Hons degree - so can’t be too bad, or at least I don’t think it is…… well maybe, blergh!
I really wanted to develop this as a mod for HL2, but couldn’t be bothered trying to run and organise a mod team, which is usually a nightmare even when things are going well!
UPDATE:
As most of the videos are far too large to be hosted here, I’ve put a few smaller snippets up on google-video, you can access them HERE.

First person viewpoint… note the barrels, staple of the FPS!

Conglomerate Soldier & Skavenger Soldier….
Posted in Games, Me, 3D, uni, Desolation | No Comments »