Mortal Terror Editor's PickWhile I can't pinpoint the initial inspiration (this composition just sorta came to me one night while I was drifting off to sleep), the final figure kind of looks like a tribal doll of some sort. Maybe a mechanical voodoo doll who has trapped a mortal soul in an electronic hell. The figure screams in agony at its imprisonment. Modeled in Max, rendered in Brazil, the hair was generated with Wirebundler, and the mist and sky painted in photoshop.
Planetary Defense Editor's PickHad some bad health problems these past 3 months, I'm so happy to be
well enough to actually get excited about making my own art again.
While I didn't mean to, the image shares a similar theme and
composition to my Swirling Sands
image, so you may consider this a sequel. Modeled / shaded in max,
rendered in Brazil, photoshop for the atmosphere and then a bunch of
painting on top to add all the details.
Alternative Birth Editor's PickA lot of friends upon seeing this image say "That's disturbing", which
I suppose was the original point. The orafice is photomanipulation, the
wires are cg rendered with Brazil's Depth Of Field, tons of post
processing in photoshop to adjust colors and give that ethereal bloom.
Yes, I love wires a lot, but then again you probably knew that already.
The Gathering II Editor's PickThis originally started as one of my Reaper series, but in the end I
felt it looked better with a few Reapers in there, and so it was
renamed to be part of my Gathering series. Wires using my wirebundler
script, the model is half power solids, half subdivs, tons and tons of
postprocess work in photoshop. Rendered in Brazil.
Entry Point 2 Editor's PickUsed Power Solids for a few of the pieces of the main connector, but
this is primarily a polygonal model. The wires were done with a new
version of wireBundler (a script I wrote) that lets me assign geometry
to the wires using pathdeform. I spent a lot of time on the wires,
since I'm sort of bored with the whole smooth wires with a texture map
thing, it was time to get more details in there like connectors and
such. The wound is a complex hand painted texture map with several
layers. Rendered in Brazil, post process in Photoshop. While this image
and Alternative Birth have some similarities, this really was always
intended to be a sequel to my Entry Point image, and thematically works
better as such since the wires were exploding out in Alternative Birth,
and here the wires are entering in.
Gas Walker I Editor's PickBeen working on this one off and on for about a year. This is one of those images that started out cool, got really, really ugly looking, then kinda came together at the end again. The image has probably been overhauled 3 or 4 times, but I decided to stick with the original composition, and maybe some alternate compositions will appear as sequels in the coming years. Everything modeled in max, the creatures uses my WireBundler script heavily. While no geometry appears in the final image, the original concept for the creature came from experiments using Groboto, a procedural modeling tool by Braid. Rendered in Brazil, comp in photoshop. I decided to inject a bit of a narrative in this image, which is rare, my work is usually a little more abstract.
Gas City 2 Editor's PickA quicky image that was originally going to be mostly 2D, but ended up
mainly 3D with some 2d postprocessing and a few paint touchups.
Rendered in Brazil, post processing in Photoshop. This was mainly an
exercise in thick atmosphere and backlit silhouettes.
Marianas II Editor's PickA reworking of a digital painting I did last year. I did a sketch for the painting, and the final result was very different. This is closer to the original design. The lilipad shaped towers were built in max, rendered in brazil, everything else was painted in photoshop, the rocks, the background, the ships, etc.
Swirling Sands Editor's PickWhile a lot of this is painted, there's enough 3d in there to still
call it a 3d image. The towers are the most prominent 3d element, the
sand dunes are a mixture of paint and heavily manipulated photographs
of real desert dunes. I kept the image a little loose so it wouldn't
feel overworked, so feel free to consider it a sketch / concept piece
if you like.
The Reaper IX Editor's PickQuite a mix on this one, lots of 3D, lots of manipulated photos, lots of painting. The image started as a painting to get the overall atmosphere and the ominous black figure. Then I added the 3d elements made in max and rendered with brazil such as the face, the cloth (no cloth sim used, just modeled geometry), and other robotic elements. Then I used a bunch of photos I took last year from various construction sites to plus out the model. The complex part was integrating everything together lighting wise, since many of the photographic elements had lighting that didn't match up. Still kept it a little loose, didn't want to overwork this one. Part 9 in the ongoing reaper series.
Earth Dweller Editor's PickMany interesting creatures live in the fantasy forest. Faeries, Goblins, Gnomes, many a friend have explored these themes in art. My take on the forest creature has far more tentacles. Constructed primarily using scatter, I made a single tentacle, copied it around a zillion times, then hand modified their positions into more interesting clumps. Then a LOT of photoshop work, mixing real photos and straight ahead painting to make a super textural result. I wanted to let the viewer smell the dirt. Modeled in max, rendered in Brazil, everything else photoshop.