3D art


 Timepiece Animation


This is a model I created for a course in ‘detail modelling’ at CCG. I’ve always been fascinated with pocket watches, so I decided to
re-create the intricate working of one, in the form of an animated cutaway view.

 The pocket watch/time piece was modelled in Autodesk Maya using polygon extrusion techniques, various Boolean operations and the occasional vertex manipulation. As the meshes were to be mostly shaded and not textured, very few of the parts needed any actual UV-mapping. This gave me time to focus on animating the explode-/cutaway view. I wanted the inner workings of the time piece to emulate those of a real world time piece, to the point where it would look like the mechanics of the thing would actually work. With the help of a few friends, the animation was lit and rendered using Vray, edited for a cinematic look in Adobe Premiere Pro and some post-production in After Effects; color correction and grading, vignetting and advanced depth of field (using a 3rd party plugin called Lenscare).

House in the meadow.


The sun shines softly on pale skin, leaving nothing but pleasant warmth. The cool summer’s breeze dances with the leaves in the trees, leaving a soothing sound. The scent of newly cut wood and fresh grown grass spreads on the wind. This familiar feeling could only mean one thing, this must be home…

This is a project I started not only to take my skills to the next level, but to kick start a game concept I have had in my mind for a while. The visual concept of the “enchanted cottage” (a key location in the storyline of the game) was developed and modelled using Autodesk Maya, Mudbox and Photoshop. As I wanted to show off the potential of the visual aesthetics of the game in the early concept stage, I decided to go for an in-engine visualization instead of a prerendered solution using for instance Mental Ray or Vray. Most of the models were created in Autodesk Maya and exported to the Unreal Development Kit (UDK). Others, such as the trees and plants, are standard assets in UDK.


Plasmatic A.I no. 5.

Through many generations of evolution they were close to the brink of perfection, this, at least in the eye of their beholders. One piece of the puzzle is missing: an asset, yet an enormous flaw, a form to call their own. The enemy of the Mo’Shen; the Plasmatics are a plasma-based life form. This means they are unable to take a solid form and interact with other beings naturally. In order to solve this problem, the Plasmatics invented a kind of shell-suit / body. Over the generations the suit evolved into its current form, emulating humanoid life forms. The tubing helps contain the plasma and through the construction of a brain-like core, the beings are able to operate their engineered solid state bodies.

Their names are given based on their model designation, for instance “A.I.” and a make number “no. 5”. Not bothering with names like me or you, the Plasmatics found other species not able to grasp the concept of non-solid beings and confused them with robots. In the beginning, the plasmatics, DESIGN: PLASMATIC A.I no. 5. Not bothering with names like me or you, the Plasmatics found other species not able to grasp the concept of non-solid beings and confused them with robots. In the beginning, the plasmatics, being a peaceful race, attempted to clear up the confusion. However in times of war, they realized that designations such as A.I. gave them the tactical advantage of their aggressors mistaking them for simple machines.

The core, being about 50 times more advanced in design and intelligence of that of a human brain, allow for complex calculations, conclusions and response times as well as holding a much grander memory-bank than that of a human brain. The Plasmatics are known to be superior beings – something not tolerated by all. As hostility from other species emerged, the Plasmatics were forced to upgrade their once simple bodies to versions with plated armor and energy based weapons of self-defense.

On the battlefield, they can seem immortal, due to their high level of intelligence, quick reflexes and ability to rebuild their bodies. Separation of limbs and spearing does no harm and at best only slow them down, if one is actually able to get close to them to inflict any damage. Even decapitation, that to any other existence would be fatal, is not – as long as the core (brain) is intact.

Due to the violent nature of humanoids, the Plasmatics look down on them, holding the belief that these organics are wasting their short existence and lack purpose. Many Plasmatics dream of a day when they themselves might have organic bodies full of life, instead of a cold artificial one. Each Plasmatic has a slightly different build to promote evolution and advance the effectiveness of the artificial bodies. Some favor dexterity and feature a lighter foundation and armor setup, resulting in agility over strength and sturdiness. Others prefer to instill fear in their enemies, giving themselves a grander, more robust and sturdy construction at the cost of agility, allowing more room for plasma expansion, resulting in greater strength.


Overall, the quaity of a Plasmatic’s foundation depend on its construction and the materials the Plasmatics have been able to find, trade, buy or construct. The Plasmatics are generally extraordinary clever and skilled engineers and mechanics. In the end, what the Plasmatics wish for the most, is to learn and to survive.


Dino be little slow!

A short 3 week Character modeling introduction in Zbrush where we was suposed to consept a character, make a high polly model in Zbrush and make a lowpolly, in ex topogun, from it as a ingame mesh.

More info and updates soon