This was modelled using 3DMax’ s Patch Modelling technique, which I preferred for creating characters to the Box Modelling method. I thought it would conform to the computer games requisite maximum polygon count for a main character of 1000 polygons but it ended up being too high.
Because I got the first Fox model wrong and concentrated too much on realistic detail, I built another model; took the complete opposite approach and went for stylization, constructed continue reading »
posted 10/2002, in Early 3D Work | No Comments »

This was modeled from a lighter that I owned, and again it was done by eye. I thought the individual primitive shapes it was composed of were nicely balanced, and blended well together; a good example of retro / modern design.
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posted 07/2001, in Early 3D Work, animation | No Comments »

This was the best hand I’d produced using the box modelling technique in 3DMax. My previous attempts using this approach had a tendency to result in a hand that looked like it was wearing a glove, even with the fingernails and knuckles added, due to the overall profile. With many hours of tweaking the model - a convincing hand can be produced.
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posted 06/2001, in Early 3D Work | 2 Comments »

This little scene was created, off the cuff so to speak; when I’d become more proficient in 3DMax. At the time I was mainly concerned with making something that could be animated and exploring the programs dynamic effects, i.e. Turbulence,wind
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posted 05/2001, in Early 3D Work, animation | No Comments »

This was my first attempt at modelling in 3D StudioMax when I’d become more competent with the programme. At this point I was still self taught, I’d previously been using mainly Stratavision on the Macintosh continue reading »
posted 05/2000, in Early 3D Work | No Comments »