February 12, 2012



Nikkor 55-200mm f/4 & 50mm f/1.8.

FF Versus XIII x FFVII







A PS1 resolution (480p) mock-up of what Final Fantasy XIII Versus would look like if it was done on the ps1 using the Final Fantasy VII engine.

It was a lot of fun trying to figure out how Squaresoft used to do prerendered backgrounds and adding low poly realtime 3D characters on top of them. Intentionally downsampling images and using low quality frame buffer effects was surprisingly fun!

Pretty much everything except for the text and adding the realtime grab of the non-antialiased character to the prerendered background was done in Blender, even though that could've (I think) been done inside Blender too by assigning stuff to render layers.

I went a bit crazy with Noctis' hair so that's propably not to ps1 spec. :P

I've had this sitting on my HD for far too long because I was planning to do other stuff around it too but thought I'd just put it up instead as is.

Hope you find it interesting!

February 1, 2012

Yay .gifs!

Animated in the turd pile that is Pencil. Exported as a .mov, changed it to a .mp4 file in AE and baked that out as a .gif in Photoshop. I'm pretty sure there would've been an easier way to do it, but what the hell.

One major issue I remember running into Pencil when I used it in school was that the .png image sequence that the animation file is stored as is completely unusable. basically every frame gets cropped based on where the outermost pixels are. So you'll get dozens of pictures that are all a different size. Try making something out of that without recomposing every single frame by hand.

Really bad, unstable software but it's pretty fun to draw with and doesn't cost a thing.

January 28, 2012



Was going to spend the saturday painting some fun stuff but my fingers where aching so much from the cold so there's a few sketches instead.

January 14, 2012


January 4, 2012



Quick tonal practise with Photoshop. Big hard-edged brush only, no fancy stuff. :P

January 2, 2012



Trying to get back to doing quick environment paintings. I lost all my custom brushes so I've been trying to make a bunch of new ones.

Piece is a bit of a polished turd but thought I'd post it anyway.

December 24, 2011





Now that I have some free time I jumped back on Blender Cookie and ended up doing some candy bars.

November 21, 2011



Here's a stylised character drawging for a change.

November 20, 2011



Started as a combined particle and sculpting exercise. I was happy with the way it was progressing so I decided to finish it.

Modeled and rendered in Blender.

November 12, 2011



Fortune hunter Nathan Drake done in OpenCanvas. I might put up a time-lapse video of the painting later on.

edit: video is up

November 3, 2011

October 22, 2011



Very traditional monster guy done in OpenCanvas 1.1. I also made a time-lapse video of it.




Thought I'd post some photography for a change.

Lake picture was shot at ISO200, f/3.5 and an exposure time of 30 seconds, car picture at ISO100, f/4.2 and 25 seconds, respectively.

August 1, 2011







No, I'm not dead. I've had stuff to do but I've also been doing lots of experimenting with Blender. Just a bunch of quick one-offs which aren't very interesting at all, though. In addition to that I've been doing a lot of sketching again, which has been wonderful because I hadn't been able to draw anything worthwhile since late last year.

As with every extended break followed by and extended period of working hard, your brain feels recharged and brimming with ideas. Sketching anything/everything using pretty much anything you can get your hands on is liberating definitely helps to force you out of your comfort zone. I'm hoping to get my crappy old scanner working so I can properly start cataloguing my recent sketches and turning the better ones into finished pieces.

June 5, 2011

Finally done with school (at least for now) and here's my final thesis piece as well as some pictures from the group exhibition. My work consisted of a digital print (approx. 110x200cm) and a full color booklet detailing planning, sketching and modeling/composing/lighting. I thought the piece was received really well so that made me happy because I spent a lot of time on it.

It's been completely rendered with Blender internal so getting things the way I wanted them was a massive pain in the ass at times. It could've been cool to do it with Octane or even LuxRender (I did some quick render tests which I'll propably add to this post tomorrow) but I was starting to run out of time because I had to get stuff printed and framed. A little extra planning could've gone a long way but I'm happy with the way the piece turned out. Completely changing to a physically unbiased renderer would've changed the stylized look to something entirely different and it's not really what I was going after. Originally it was going to be a 3D composite+matte painting but Blender started to take more and more priority. It was an awesome learning experience and now I'm feeling really confident about using it.







update: LuxRender test.

May 24, 2011




Rendering and the UV texture for some batteries. About 5hr render time.

My pc could really use some more memory.