Archive for the ‘General’ Category
Wednesday, November 8th, 2006
Hi,
Here’s a test I managed to do this evening – Did some simple rigging trying to get arms etc working, fixed some minor skinning issues. Also adjusted lighting etc. Well, not much but something. Work has been taking too much time lately, but I hope we have something to show soon!
Posting these images from now on with the new system, so there might be some bugs or other unwanted features, I’ll be hunting these down as much as the time permits!
Posted in General | Comments Off
Sunday, October 29th, 2006
Hi All!
As you probably see, if you’re not first time visitor to this site, that it’s been finally updated! I just took the time from my sleep and nerves and decided to update the site. The whole system is now running on php based solutions, a gallery software and latest version of wordpress was installed too, so updating + posting stuff is a lot more easier, same goes for articles etc that I’ve been planning to do for a few years.
Anyway – If you see some bugs and quantum leaps happen in some parts of site, don’t worry too much, these will be eventually fixed! If you see something more serious, you could e-mail me.
My and Sami’s new and updated portfolio pages can be found here and here.
That’s about it. Lots of work and hours was poured into this project, hope you like it! I’ll post some new stuff sometime soon, have to relax rest of the week… It’s way too late so I’ll go to bed right now!
Posted in General | Comments Off
Saturday, October 21st, 2006
Hi,
Now something new, have to make up the missing time from last summer – Here’s a project I’ve been working on and off for a long time, too long time, repeating same stuff I always do. Bit more optimized mesh (base mesh of sorts) and condensed texture mapping etc…
Anyway – This is built 100% in mental ray and usability in mind, so the stuff comes out of the oven in one pass… Lots of control and no hacks. Anyway I tried to learn mental ray as we’re now using in it our movie production for some things. I also tried to but together decent hair shader setup for geometric hair so that ambient occlusion and radiosity could be used on the hair. Oh and it also renders fast enough!
As a few last notes, the skinning etc are just temp stuff, but this time I feel this mesh etc is something that might function well as template, both for realtime and rendertime models. I’ll start working on some illustration based on this character sometime soon.
I did a few test renders out of this, color correction is applied, no other post tricks. Might add a few other tests if my gfx box is free to render.
Click link below to see the image (or the thumbnail):
Close-up view of the character. Link.
Full body view of the character. Link.
Posted in General | Comments Off
Saturday, October 21st, 2006
Hi again…
Long time no posts, have been overloaded by dark forces of the universe, work, taxes and death… So my spare time has been very minimal. Here’s a technical practice – Nothing original but an cheap imitation of japanese style + ideas. I’ve also tried to imitate technical solutions for hair etc. It’s a realtime model, but rendered with some skylight and material properties.
There’s also some new scripting demos coming out from Sami soon, so stay tuned for those. Also a major re-make of website is in progress.
Posted in General | Comments Off
Friday, October 13th, 2006
Hi.
Here’s a small update I made to the image, wasn’t satisfied with it at all… I guess I should have put it to dumpster like most of the stuff lately. But anyway, here goes.
Posted in General | Comments Off
Thursday, August 10th, 2006
Hiya!
Something I really forgot to post, this happened already some month ago, so I had to forge the timestamp… But here goes:
My stuff was published in 3D Total’s fabulous “Digital Art Masters Vol1″ book. It’s a book containing lots of top digital artwork from masters around the world and also a few pages of info on the techniques and work methods of the artists. There’s a few pages worth of my work methods exposed to daylight in there, so go to 3DTotal’s website and order the book if you’re interested!
Click on link below to get to website (or the thumbnail above).
3DTotal, publisher of the book.
Posted in General | Comments Off
Friday, June 30th, 2006
Long time no posts,
Been too tired pushing crap at work, but had some time this week to update photos to my gallery and also work on some own, old projects! Will post some updates sometime soon, I hope.
Posted in General | Comments Off
Sunday, June 4th, 2006

Hi again!
This is a rigging experiment which i started to do last december, while learning some scripting and reading Jason Osipa’s excellent book.
I left this project for a while and continued it as i got new inspiration boost when i got Paul Neale’s rigging discs (i’m only halfway in disc two!) 1 months ago and decided to finish this thing.
I first made a Jason Osipa style rig in 3ds Max, second one is done with my own morph set and bones.
Both setups are rigged automaticly from script. I have also learned interface building and some simple error trapping. I have also done some small helpful tools for myself to help rigging – I posted a video of one of these too.
I think textures in test models need a lot of work, but learning rigging and scripiting was my main focus!
Rig Features:
- Automatic name independent rigging (one scene can have multiple similar rigs without any problems)
- Tongue rigging
- Animation driven bump texture blending
- 3 axis jaw rotation and position controls
- Joystick controls with movement limits. It simply isn’t possible to move joysticks in wrong direction, or outside their boxes
- Removal of rigging and animation information
Posted in General | Comments Off
Wednesday, March 1st, 2006
Hi again!
Here are the studio shots I promised – I rendered them in quite large resolution and I might post those later, but for now, these same ones I posted to a few forums. There’s also a wireframe shot.
Click link below to see the image (or the thumbnail):
GI 3300AD studio shot 1
GI 3300AD studio shot 2
GI 3300AD studio shot 3
GI 3300AD wireframe
Posted in General | Comments Off
Sunday, February 26th, 2006
Hi all, long time no see.
I’ve been managing production in an animation movie project so there hasn’t been that much spare time to do own work, at least not every night.
I’ve been working on this image on and off for many months. The character in image started as an object for normal mapped character test but I just decided to slightly change my target and do something else as there really hasn’t been any good market for realtime 3D here lately… Why bother advertise myself, one might ask, doing dirt paid quality work for certain companies here? Getting ripped off and conned all the time…
Character is made in max and quite a lot of time was spent on uv mapping… Most of details won’t show up in low-res renders but model could have some later use, at least that’s how I planned it! In any case, I’ll post some studio shots bit later.
Anyway – Here are a few variations of the image – I really wanted to have more blank expression on the face of close up character, but feedback made me fix that thing. You can check both of the variations below!
Check gallery for variations.
Posted in General | Comments Off
Friday, December 23rd, 2005
Hiya,
My “Track Day” image was published in Ballistic Publishing’s fancy “Elemental 2″ annual Autodesk artwork book, featuring best art of year. My image made it to the front pages of the book in the introductory page!
Ballistic Publishing Website
Posted in General | Comments Off
Thursday, October 27th, 2005
Hi all…
Here’s just some updates on this one character I’ve been working on and off during last month or so… It’s that same one I did some rigging tests with, it has just changed a bit now… I’ve been wasting time on skin shading and mesh details. I also made a tool for this one to debug mesh, finaly got fed up hunting those degenerate polys manually…
Posted in General | Comments Off
Saturday, October 15th, 2005
Hi all again!
Here’s something I did last weekend. I wanted to toy with a character concept idea I made some days earlier – I wanted to make a bit stylized, somewhat slender/slim character. Anyway, this character is built with polys, zbrush for bumps and details. Skin textures were created in photoshop. Mesh is rigged so that it can be posed. It took some time to build clothes as body is not removed under the clothes.
Color correction in photoshop, no other post processing…
Posted in General | Comments Off
Wednesday, October 5th, 2005
Hi – It’s Sami here again!
Did some updates to this anime girl figure model – Added bump map and made textures for whole body and adjusted some details. I also tried to make materials bit more realistic so that body would look like matte painted vinyl and clothing would look more like the glossy vinyl you see on figures. That’s all for now!
Posted in General | Comments Off
Tuesday, October 4th, 2005
Hi all again!
Here’s one image I made some time ago, thought to put it out to web now… Anyway, it’s same stuff as usual – Just bit different surroundings – This time it’s a surfer babe on a sunny beach. I didn’t exactly aim for photorealism but wanted to have bit surreal / stylized feel to it. Retro style coloring was also one idea I had.
Took quite a while to setup as it’s pretty polygon heavy! Anyway – I like the way the palm trees turned out and sand too. I did some experiments but ended up using just plain old standard noise and some color variation here and there. I’ll post a super hires version sometime later in the future.
As a final word I really don’t know how this image caused so much trouble when I tried to nail the composition – It’s basicly very simple 3 field composition but it took while to make it work…
Posted in General | Comments Off
Monday, October 3rd, 2005
Hi all,
This has been long time in the making, but anyway, now it’s out! If you want to get a fantastic art book, go to wickedrgb’s site and follow the book link, you’ll get to cgfocus review of this fantastic new book filled with artwork + interviews of top art guys and gals from all around the world.
WickedRGB site.
CGFocus article about the book + download link to the book on 2nd page.
Posted in General | Comments Off
Sunday, October 2nd, 2005
Hi – It’s Sami here again!
I Got the idea for this one after I bought a few figures.
Design is not mine, it’s from a hentai manga (I think she is from bible black or something like that) and I used japanese garage kit images as ref.
I first started modeling her in Silo and after skinning & posing, I had to do some changes (bad proportions and missing details)
Maybe i will tweak some details when I have rested my eyes for some days.
Posted in General | Comments Off
Thursday, September 29th, 2005
Hi – It’s Sami here!
Here’s a character rig I’ve working on for some evenings – It is fairly low resolution mesh and focus has been on functionality / look balance – No use of making stiff hires mesh that doesn’t animate well. This was also built with displacement mapping in mind. That might be added later…
Posted in General | Comments Off
Thursday, September 29th, 2005
Hiya again –
I updated eye shader and some other things and did just a test render for fun only… There’s slight problem i didn’t care to fix but anyway – This model will work as a starting point for a new image I’m working on… I was also checking some realtime models that I should really finish. I started working on clothing for the actual character that will be in the image. It will be some sort of fantasy illustration style image.
Anyway, I will create fix morphs and few other things later when I get to the point i need those.
Posted in General | Comments Off
Wednesday, September 28th, 2005
Hiya again.
Here’s some updates on the character I’ve been working on – I wasted some time on leg skinning + mesh layout (been thinking this same stuff for years, to be honest). I just tried yet again to find some way to create well functioning pelvis/leg joint that wouldn’t need any morphing or trickery to keep the mesh as reusable as possible…
I also fixed some shader issues etc and tuned cloth sim.
Click on link below to see image (or the thumbnail above).
View from not so far away, half of character visible.
Shot of whole character.
Posted in General | Comments Off