GDC 2012
March 14th, 2012 | Blog | Grayson | No CommentsHere are a few of my highlights from GDC 2012.
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Here are a few of my highlights from GDC 2012.
Read MoreOn DCUO I worked as the Outsource Manager as part of the SOE Austin studio. I built the outsource department and a large network of vendors to supply assets for DCUO and several other development teams in addition to managing a large scale insourcing effort.
Read MoreSouth West Grind at PSP Galveston Island Open 2011
Read MoreBack in 2004 I joined the Area 51 project about a year out from shipping where I created animations and ran tech art support on many of the in-game cinemas and key character animations.
Read MoreDescription: This was a quick fluid test done with 3ds max in 2007.
Read MoreDescription: This was a quick test of short hair dynamics done in 2005.
Read MoreDescription: This was done as part of a CGTalk dynamics challenge back in 2004.
Read MoreDescription: This experiment was created in 2006 and all started from a very random dream I had about microbes and spaceships.
Read MoreDescription: This started with two spheres that had noise rotations and I added a clamped glowing smoke texture. Then I needed to find a use for this. I thought of an old school 1960′s and 70′s era computer from a Fallout like world. Then a little work in After Effects and some sound mixing and [...]
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Hi everyone! Welcome to the new site; I’ve finally made the jump to WordPress. The goal was to class it up a little; make it easier to update, add a few new features like better mobile browsing, cleaner video and lightbox integration. And a facebook “like” button might show up in the next few days. [...]
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I recently stumbled across some artwork from me thats almost 10 years old. Here is a site that I created when I first learned how to write very basic renderman shaders. Check out my desktop on k10k from 2000, windows 95, AOL, and all…yikes!
Read MoreI’ve always had this Dreadnought on top of my monitor for as long as I can remember, and I was a huge 40k fan back in the day. So when I hit a creative block I just picked this guy up and started modeling. I just kept going and learning along the way. This was my first heavy texturing project as well as my first IK rig.
Read MoreThis character was rigged with a combination of character studio for the main body and a few extra bones for the mouth and ship pieces. The animations took about an hour per action, with exception for the walk which took a little longer.
Read MoreThis character was rigged with a combination of character studio for the main body and a custom bone set up for the wings. The animations took anywhere from about an two to six hours depending on the complexity of the action.
Read MoreThis character is 1,500 tris, two 512 texture sheets. He is set up for full armor switching; the complete character is 5 separate meshes, to offer tons of variations. The art direction was from a provided concept sketch. The model and texture was completed in three working days.
Read MoreZoom Description: This was done in response to the huge GI boom in the 3d community. It was done to test how far I could push Max’s standard tools and poke a little fun at all the people who were using engine’s that took hours sometimes days to render a single frame. It’s not perfect [...]
Read MoreThis is a piece where I’m trying to shift away from my usual mechanical subjects. I was also very influenced by several photographers as well as the 3d artist Brian Prince [http://www.bprince.com]. I’m pretty happy with how this turned out, and it definitely was a great learning experience.
Read MoreThis project was for my Modeling for Game Development class and the assignment was to make a weapon under 500 tris with a 256×256 texture sheet.
Read MoreI’ve always had this Dreadnought on top of my monitor for as long as I can remember, and I was a huge 40k fan back in the day. So when I hit a creative block I just picked this guy up and started modeling. I just kept going and learning along the way. This was my first heavy texturing project as well as my first IK rig.
Read More1840′s western saloon.
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Taipei > Hong Kong > Shanghai > Seoul Zoom
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Paris > London > Stockholm > Frankfurt > Warsaw Date: 2008 July Title: Layers of Control – 3ds master class Zoom
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Date: 2007 Augest Title: Advanced animation effects using simple but effective rigs – 3ds master class and Autodesk booth floor show Zoom
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Title: Autodesk 3ds Max and Autodesk Maya: Advanced Animation Techniques Score: Overall Score:4.3 Comment excerpt: “The MAX stuff was great.”
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